f13.net

f13.net General Forums => MMOG Discussion => Topic started by: Mrbloodworth on November 18, 2009, 08:38:57 AM



Title: Planetside 2
Post by: Mrbloodworth on November 18, 2009, 08:38:57 AM
I did a search, could not find the thread this was originally posted in, and i dont think it was a Panetside thread anyway.

Anyway, some new and old developments:

The official anouncement e-mail contents:
Quote
Help Us Design the Next PlanetSide Game

That's right, you heard what we said! We plan to expand the PlanetSide universe with another game and we need your help with the design. After all, who knows the game better than you, our customers, the people who actually play it! Don't worry about the original PlanetSide, it isn't going anywhere.

We want to hear your opinion and to do so we have put together a short survey. The information you provide will play a critical role into helping guide the development and direction of the next hit Massively Multiplayer Online First Person Shooter. As a loyal player and experienced shooter fan, we value your input and look forward to hearing what you have to say.

Some details:
Quote
No BFR's in Planetside Next
It's interesting how many comments we get about BFR's. Well you can stop sending the "please don't put BFR's in PS Next" emails. They aren't in there.

Smeeds take on the original:
Quote
What Planetside Next means to me
We all have our vices. For some gamers RPG's really do it for them. One of the things I've always loved about SOE is that we built our company on the core idea of making games across many genres, and that includes the world's first MMOFPS, Planetside.

I love Planetside. I really do. It's an amazing game. you won't find any other FPS where you can have a 100 vs. 100 battle raging. And we pulled this off 5-6 years ago.

There's a great description of a Planetside battle here:

www.rockpapershotgun.com/2008/09/05/planetside-the-1/


I really couldn't sum it up any better than that. To me the idea of a massive firefight on that kind of scale is why I'm a gamer.

Planetside had a lot of really great things about it, but it also had some frustrating things. The whole Sanctuary concept is something that slowed things down too much. We also didn't get people back into the action quickly enough.

But the core of Planetside - massive battles with vehicles and infantry was something we nailed really well.

To me, Planetside Next means we get a chance to take the essence of everything that was fun in Planetside and make it a lot better. Massive battles on a scale no other FPS will touch. None of this 64 player stuff. REALLY MASSIVE. With much better organization, and a tight focus on making sure the action is always going on, with awesome graphics.

Damn I love Planetside. I really do.

Smed

Reply to some comments that also hint at things....
Quote
   With respect to Core Combat, I completely agree. It was the wrong direction. At that time we were dealing with a new game and we thought we had the direction right. In hindsight, we didn't at all.

    BFR's are another story and I think more debateable. They were in our heads for a long time. Friggin Giant Robots :)

    The 20/20 vision that comes with hindsight is often the best prism to plan for the next thing. Hopefully we get it more right this time, but I'm still pretty happy overall.



Smed is ether just regurgitating what Planetside players have said for years, or, he really does get some of the reasons why it was said for years. Needless to say, this is exciting to anyone who enjoyed plantside.


Title: Re: Plantside 2
Post by: Ingmar on November 18, 2009, 09:45:23 AM
I hope they're ready for a bunch of 300 page threads about how much lattice sucked.


Title: Re: Plantside 2
Post by: Rasix on November 18, 2009, 09:47:27 AM
It's not really that hard to type "Planetside", is it?


Title: Re: Plantside 2
Post by: Hutch on November 18, 2009, 09:49:43 AM
Maybe they're pre-emptive puns?

Pan-it side: After the reviews come out.

Plant side: after this iteration goes face down.



Title: Re: Plantside 2
Post by: Mrbloodworth on November 18, 2009, 09:55:14 AM
It's not really that hard to type "Planetside", is it?

My bad.


Title: Re: Plantside 2
Post by: Ingmar on November 18, 2009, 09:57:14 AM
I'd totally play Plants vs. Zombies Side.


Title: Re: Plantside 2
Post by: 01101010 on November 18, 2009, 09:57:39 AM
I hope they're ready for a bunch of 300 page threads about how much lattice sucked.

Meh. The lattice was basically a reaction to the rampent back-hacking that was becoming a problem IIRC. It also seemed to force the battles down a certain predictable path which was kinda shitty, but it also gave rise to gen camping which was almost a type of spec ops mission in itself, sabotage.

 The LLU however.... yeah that sucked almost as much as BFRs and the disco caves.


Title: Re: Planetside 2
Post by: LK on November 18, 2009, 10:03:44 AM
No BFRs? Awww. Why not just make the entire game around BFRs? Then they could call it Planetside: Mechwarrior. :P


Title: Re: Planetside 2
Post by: Mrbloodworth on November 18, 2009, 10:07:25 AM
Not to derail, but before lattices, front lines did not happen. There is another MMOFPS that also uses this type of a system, it is slightly different, but it is used to create the same effect. In short, I do not agree the lattice system was "sucky", but I also played during the time it did not exist. Will they even need them in Planetside 2, who knows.

There was a suggestion that somewhat changed it from a lattice system, to more of a logistics system, even though the lattice did transfer connected bases specials to other bases.


Title: Re: Planetside 2
Post by: Ingmar on November 18, 2009, 10:48:54 AM
I wasn't a Planetside player myself, but a good chunk of people I know played it and universally despised the lattice thing - my understanding is that it is sort of the Trammel of PS.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 18, 2009, 10:52:20 AM
I wasn't a Planetside player myself, but a good chunk of people I know played it and universally despised the lattice thing - my understanding is that it is sort of the Trammel of PS.

Not even. Its gave focus where there was NONE.


Title: Re: Planetside 2
Post by: LK on November 18, 2009, 10:54:09 AM
I think eliminating back-hacking and requiring territory control to only take place on contested fronts (or some similar mechanic to prevent lone hackers) would be a huge step forward. Keep everyone in the action and not have to worry about some ghost town outpost.


Title: Re: Planetside 2
Post by: 01101010 on November 18, 2009, 12:19:34 PM
Well I started the game as an adv hacker cloaker and I can say that I was very happy about the lattice when it was put in. Before, I was atving over to back bases to attempt to either throw a random hack on to pull opposing forces away or to save a owned base from a back hack. The lattice provided a ton more focus and really resulted in some of the best battles in the game by providing one front - till the VS fucks on Johari figured out how to make bases go neutral.

That other bonus of base "abilities" being shared down the completed circuit was pretty nice as well in giving more importance to some bases (interlink OP!) but screwing the other ones out of any reason to go there (amp stations). I see your point in the lattice was shitty in that it was a tad too constrictive, a wider network might have worked with more connections... and god damn all of you making me reminisce.


Title: Re: Planetside 2
Post by: Severian on November 18, 2009, 02:32:44 PM
I did a search, could not find the thread this was originally posted in, and i dont think it was a P(l) anetside thread anyway.
Link (http://forums.f13.net/index.php?topic=17457.msg710503#msg710503)
Also contains the contents of their survey under the spoilertag.


Title: Re: Planetside 2
Post by: Trippy on November 18, 2009, 03:00:08 PM
I wasn't a Planetside player myself, but a good chunk of people I know played it and universally despised the lattice thing - my understanding is that it is sort of the Trammel of PS.
That's cause they were too stupid to understand it (people attacking bases that couldn't be capped was always a :facepalm:).


Title: Re: Planetside 2
Post by: Ingmar on November 18, 2009, 03:07:58 PM
My impression was they didn't want to be locked into the 'zerg'. Former DAOCers mostly.


Title: Re: Planetside 2
Post by: slog on November 18, 2009, 03:48:48 PM
I hated how the "generals" or whatever they were called (BR5s?) got to where they were by catassing.  No idea on what a better system would look like.

I will at least give this one a shot.  When is release?


Title: Re: Planetside 2
Post by: Trippy on November 18, 2009, 04:16:15 PM
My impression was they didn't want to be locked into the 'zerg'. Former DAOCers mostly.
Even with the lattice system there were still multiple bases you could attack at any time.


Title: Re: Planetside 2
Post by: LK on November 18, 2009, 04:28:11 PM
Another part of the problem is that any given time, the experience for one side was directly related to the successes and failures of your side versus the other sides. It was possible to login and have things be extremely shitty and to login other times and things be like manna from heaven.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 18, 2009, 04:37:06 PM
My impression was they didn't want to be locked into the 'zerg'. Former DAOCers mostly.
Even with the lattice system there were still multiple bases you could attack at any time.


And other techniques to open a front.


Title: Re: Planetside 2
Post by: Speedy Cerviche on November 23, 2009, 12:20:46 PM
Another part of the problem is that any given time, the experience for one side was directly related to the successes and failures of your side versus the other sides. It was possible to login and have things be extremely shitty and to login other times and things be like manna from heaven.

Pretty much described any public FPS server.


Title: Re: Planetside 2
Post by: Dtrain on November 24, 2009, 10:55:32 AM
Another part of the problem is that any given time, the experience for one side was directly related to the successes and failures of your side versus the other sides. It was possible to login and have things be extremely shitty and to login other times and things be like manna from heaven.

Pretty much described any public FPS server.

Agreed, but in PlanetSide the effect was many orders of magnatude greater. In a 12 on 12 match, really good individual players can make up for half their team bieng crap. Not so much in 120 vs. 120 engagements ala PlanetSide.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 24, 2009, 10:56:51 AM
Another part of the problem is that any given time, the experience for one side was directly related to the successes and failures of your side versus the other sides. It was possible to login and have things be extremely shitty and to login other times and things be like manna from heaven.

Pretty much described any public FPS server.

Agreed, but in PlanetSide the effect was many orders of magnatude greater. In a 12 on 12 match, really good individual players can make up for half their team bieng crap. Not so much in 120 vs. 120 engagements ala PlanetSide.

Your right. It was the 12 that came in and did all the work while the other 240 were clashing.


Title: Re: Planetside 2
Post by: Nebu on November 24, 2009, 11:01:05 AM
Your right.

God just killed a kitten. 


Title: Re: Planetside 2
Post by: 01101010 on November 24, 2009, 11:54:47 AM
Your right. It was the 12 that came in and did all the work while the other 240 were clashing.

Sorta true... until you had 6 people trying to hack a terminal or CC without any skill points only to have a jackhammer or MCG come in and wipe out everyone.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Falwell on April 30, 2010, 11:35:02 PM
Finally? (http://www.massively.com/2010/04/30/planetside-reveals-tantalizing-countdown-timer-sends-fans-into/)


Title: Re: Planetside 2
Post by: Sheepherder on April 30, 2010, 11:55:01 PM
My old WoW guild would be freaking out in chat right now if they haven't already headploded.

I imagine quite a few people got started with MMO's on Planetside.


Title: Re: Planetside 2
Post by: Falconeer on May 01, 2010, 02:58:54 AM
"YES!"


Title: Re: Planetside 2
Post by: Zzulo on May 01, 2010, 04:33:10 AM
I loved trucking my squad around in Planetside. The game had a hundred flaws but at its peak it was incredibly fun to play. I am very much looking forward to this!


Title: Re: Planetside 2
Post by: 01101010 on May 01, 2010, 05:00:10 AM
Fuck Searhus man...  :why_so_serious:

In regards to a PS2... I doubt it. Probably some sorta re-bending bullshit and the release of a "Hey we now have a team -thinking- about the next Planetside and doodling stuff for it. See you in 10 years." You can call me a tad skeptical.


Title: Re: Planetside 2
Post by: UnSub on May 01, 2010, 05:52:34 AM
What are the odds that the big red button is marked "Cancel Planetside"?  :why_so_serious:


Title: Re: Planetside 2
Post by: LK on May 01, 2010, 11:18:06 AM
Didn't they do a big run-up to something last time and it ended up being a giant let down due to new vehicle, failed fourth race insertion, and other clusterfucks?


Title: Re: Planetside 2
Post by: Ghambit on May 01, 2010, 11:32:44 AM
PS with Battletech skins done on WW2O scale.  This. Is. What. I.  Want.
Honestly though, 'twerent for SWG, PS would've done MUCH better than it did.  Everyone left to go be a Jedi, it's that simple.


Title: Re: Planetside 2
Post by: Malakili on May 01, 2010, 04:43:52 PM
Another part of the problem is that any given time, the experience for one side was directly related to the successes and failures of your side versus the other sides. It was possible to login and have things be extremely shitty and to login other times and things be like manna from heaven.

I ran into this problem with World War II Online sometimes (insert WW2O jokes here, whatever, I liked it and I played it, and I go back from time to time).  You just have to find enjoyment in a variety of things.  As long as you have SOMETHING to defend, you're generally able to play, though I do believe its technically possible to have this not happen in planetside, I think most of the time there is something to do that can be fun.    In any event, in a game like this, the good SO MUCH outweighs the bad in my opinion.


Title: Re: Planetside 2
Post by: Ghambit on May 01, 2010, 05:06:44 PM
The key, just like in WW2O, is having a strong and deeply involved Command Structure.  So, even if you're burnt out on everything else you can at least get involved on a strategic level.  Some guys are just "weapons" though and want nothing to do with command.  I used to roll with 1 dude that was the 2nd best infantryman in the entire game... to the point the Germans tried to recruit him heavily with all kinds of perks.  He wanted nothing of it and just enjoyed sitting there night after night sniping entire squads of Axis.

Both games (PS and WW2O) have plenty of ways to prevent the maps from being rolled, but that's at the command levels.  The regulars just lose morale and give up when they lose a bit of turf; which then it's up to command to counteract that.

PS had a bit more trouble pulling all of this off though because you could roll an entire map (to the point of making the game pointless) in one evening whereas WW2O it took weeks if not months; a few well-timed strat. bombing runs could shift the tide.  Time and time again people wish PS had WW2Os expansive play... then you'd have a serious MMO.

Really, the only reason I stopped playing was because I was tired of the European theatre, if not WWII itself.  And I had to stop playing PS because there were just no people for my high lvl commander to order around.   :awesome_for_real:


Title: Re: Planetside 2
Post by: Sky on May 03, 2010, 11:42:19 AM
The old saw Darniaq and I used to use was that it would've been amazing if they could've put PS action into SWG's world. I didn't play ww2o long, I was in Lum's taxi to victory club there, but the command structure sounds interesting. Though it'd be hard to do worse than PS's command structure.

I'm definitely there for a Planetside 2, and definitely not for anything else they announce :)


Title: Re: Planetside 2
Post by: slog on May 05, 2010, 08:07:47 AM
Link is blocked at work.

What's the release date?


Title: Re: Planetside 2
Post by: Sky on May 05, 2010, 08:27:11 AM
Link is blocked at work.

What's the release date?
Timer doesn't finish countdown for another 13 days.  :oh_i_see:


Title: Re: Planetside 2
Post by: slog on May 05, 2010, 08:55:37 AM
So I should plan on playing Wow for another 6 months.


Title: Re: Planetside 2
Post by: Malakili on May 05, 2010, 09:12:01 AM
So I should plan on playing Wow for another 6 months.

At least.


Title: Re: Planetside 2
Post by: slog on May 05, 2010, 09:13:43 AM
I think I just tied this thread to "the thrill is gone" thread.

If I can't play the game, I just play the one I can.  It wasn't always like this.


Title: Re: Planetside 2
Post by: Nebu on May 05, 2010, 10:56:04 AM
I think I just tied this thread to "the thrill is gone" thread.

I think so too.  If you're an MMO fan like I am, you play WoW until you get bored and then either a) dance among the lesser titles out of boredom or b) quit playing MMO's until you feel like resubbing to WoW for another stint.  There's really nothing out there worth the energy as far as the MMO market goes.


Title: Re: Planetside 2
Post by: Sky on May 05, 2010, 11:14:21 AM
I'm the same but sub in EQ2. Still can't get past the $60 to play WoW again, plus the monthly. I guess when you have a bajillion subs you don't worry about barrier to re-entry.


Title: Re: Planetside 2
Post by: Malakili on May 05, 2010, 11:22:36 AM
I think I just tied this thread to "the thrill is gone" thread.

I think so too.  If you're an MMO fan like I am, you play WoW until you get bored and then either a) dance among the lesser titles out of boredom or b) quit playing MMO's until you feel like resubbing to WoW for another stint.  There's really nothing out there worth the energy as far as the MMO market goes.

I pretty much posted the same thing in that thread in my big post.  New MMOs have to not only be good enough in their own right, they also have to have some element that is going to make you want to go through all the new MMO growing pains (both the game, and personal), by which I mean both the game maturing, as well as re-leveling, getting involved with a new community, and so forth.  I've tried to join communities in every MMO I've tried, but in the end most of them end up disintigrating in a month or so, and then I'm left feeling no particular reason to stay and slog through the game.


Title: Re: Planetside 2
Post by: Ghambit on May 05, 2010, 09:58:25 PM
Found this on the PS site from the SOE Community relations guy:
Quote
Also an FYI on this since I've seen it mentioned quite a bit, we're not going to be announcing anything PlanetSide Next related at that date. Sorry!

All your hopes are dashed!!! Muahahaha.
My vote is that they're moving to F2P, at which point I shall "resub."



Title: Re: Planetside 2
Post by: Falwell on May 05, 2010, 11:01:04 PM
Dicks


Title: Re: Planetside 2
Post by: Mrbloodworth on May 06, 2010, 06:44:48 AM
I was going to tell you guys that, but, i didn't want to believe it myself. That counter is only for the anniversary.

Personally I hope they announce it as a FTP title, or they bring back the fodder program, or more modern engine.


Title: Re: Planetside 2
Post by: Slayerik on May 06, 2010, 06:46:36 AM
Make it free...make it free...........then I'll try for a final PS push with some friends and f13ers.


Title: Re: Planetside 2
Post by: 01101010 on May 06, 2010, 07:06:27 AM
And I'll be parking the AMS right in front of the main door to whichever base we need.  :why_so_serious:


Title: Re: Planetside 2
Post by: Sky on May 06, 2010, 08:06:55 AM
F2P would be fun. Doing it at the beginning of summer is not fun.


Title: Re: Planetside 2
Post by: Malakili on May 06, 2010, 01:21:56 PM
If its F2P you can count me in on any F13 shenanigans.


Title: Re: Planetside 2
Post by: HaemishM on May 06, 2010, 02:08:20 PM
I'd play it again for free.


Title: Re: Planetside 2
Post by: Slayerik on May 06, 2010, 02:10:29 PM
http://forums.f13.net/index.php?topic=19187.0

If anyone wants to roll with ole Slay as Vanu, post other there por favor.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 06, 2010, 02:21:08 PM
I'm a well established TR high rank, I will not join you :p (maybe I will)


Title: Re: Planetside 2
Post by: Pennilenko on May 06, 2010, 02:23:40 PM
I never tried planetside, was it good?


Title: Re: Planetside 2
Post by: Rasix on May 06, 2010, 02:26:11 PM
That's a rather subjective question.  I didn't care for it, but as you can tell, enough people here thought it was decent. 


Title: Re: Planetside 2
Post by: Mrbloodworth on May 06, 2010, 02:27:02 PM
I never tried planetside, was it good?

http://www.youtube.com/watch?v=B8GJUfhyLCA

I didn't care for it.

I will stab you with bullets.










We really need to stop talking about Planetside, you are getting my hopes up.


Title: Re: Planetside 2
Post by: Ghambit on May 06, 2010, 03:17:06 PM
Looks like the F2P vibe is most viral on the gaming sites.... now that most know it's not gonna be about PS2 or the server shutting down.
I figure they could look forward to at least doing as well as Global Agenda if they went F2P, especially if they're smart enough to parlay that into PS2.

If it IS indeed F2P I really hope they use the microtrans to push more strategic level play.  i.e. You get awarded RMT for rolling the map, etc.  To me, that'd be an ingenious way to give weight to the game - especially since campaigns typically dont last very long.  I remember long ago the game was practically nothing but organized xp zergs between friendly factions. (granted, the map was much smaller then)

Heh, I remember when my little brother discovered PS long after I'd quit and the server went quiet.  Damned game practically ruined his life.  He got caught up with some hardcore military types evidently... they took no prisoners.


Title: Re: Planetside 2
Post by: Nebu on May 06, 2010, 04:45:38 PM
I never tried planetside, was it good?

It had more potential to be good than anything.  I played it with an f13 crew for a bit and found it to be fun in short bursts, though I never really understood what the hell I was doing.  

I rather enjoyed most pure FPS games a lot more (BF 1942 is still my fav).  Persistence didn't seem to do much for the game in my limited contact with it. 

I actually preferred WWIIOL to this title. 


Title: Re: Planetside 2
Post by: Ghambit on May 06, 2010, 05:15:44 PM
I wonder what PS would be like if the zones werent "sharded" by gates (to prevent gatecamping) and if the world itself was seamless and much much larger.  Also, it might be nice to have only 2 factions.


Title: Re: Planetside 2
Post by: 01101010 on May 06, 2010, 07:39:34 PM
Also, it might be nice to have only 2 factions.

No god damn you... NO!

And I am with Blood on this, TR was it; however...

And yes Planetside was that good, at least from late April till July. Quite possibly the best summer I ever had in gaming, considering I was unemployed and could literally waste 16hour days playing.


Title: Re: Planetside 2
Post by: Sky on May 07, 2010, 06:46:27 AM
Also, it might be nice to have only 2 factions.
One of the very best parts of PS was when you were having some gaint slugfest between two factions and suddenly the third faction comes rolling up out of nowhere and throws in ye olde monkey wrench. Hell, that was the best part of our old LAN deathmatch games, informal teams would form and you'd always get a rogue faction that would break up the monotony of the duality. How many times have you been on a 2-team game server where one team is just dominating, people jump to that team, etc? Three teams mitigates that and I can't believe more games haven't gone to the three-team format.

I was employed when PS came out, but single with tons of gaming time and weed. The Station Pass with SWG (shush), PS and EQ2 was a good deal back then.


Title: Re: Planetside 2
Post by: Slayerik on May 07, 2010, 07:05:55 AM
Plus, it always gives the loser an excuse,

"Man, we were tearing it up till the damn Smurfs showed up!" was a common thing you would hear after getting your ass kicked off a continent. Noone likes to just lose normally, it's better to lose to uncontrollable shit like that :)


Title: Re: Planetside 2
Post by: eldaec on May 08, 2010, 07:54:33 AM
Also, it might be nice to have only 2 factions.

I have absolutely no idea what makes people think this.

In an RvR game 2 is always always always the wrong number of teams.



Title: Re: Planetside 2
Post by: Koyasha on May 08, 2010, 09:47:31 AM
While I'm not sure giving people an excuse when they lose is a good thing, at all, I agree that in any large-scale pvp game, having only two factions is insane.  There should always be at least three armies on the field.


Title: Re: Planetside 2
Post by: Ghambit on May 08, 2010, 11:34:42 AM
WW2O has always been 2 factions, always will be.  It works fine and wouldnt work any other way.
The problem with 3 factions is it puts the game into a bit of a "diceroll."  Similar to playing risk with an odd number of people, the game devolves into guesswork on whether or not a lesser faction interferes and/or diplomacy.

And in PS's case, there just arent enough people to even fill out 3 factions (the game in its current state is nothing more than squad-level play).   Let alone on a bigger gamespace... which is what PS has always needed.  And having more than 2 factions muddies the waters when it comes to actually "winning" the map.  Who/how does actually win?  You can never truly win because there's always the 3rd wheel there.

I prefer one giant RvR game of chess, with guns.  Chess only has 2 players.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 08, 2010, 11:46:29 AM
Sport VS. Simulation.

WW2OL has a logistics and front line system, Plantside is more of a sport actions game.


Title: Re: Planetside 2
Post by: Malakili on May 08, 2010, 11:49:30 AM
WW2O has always been 2 factions, always will be.  It works fine and wouldnt work any other way.
The problem with 3 factions is it puts the game into a bit of a "diceroll."  Similar to playing risk with an odd number of people, the game devolves into guesswork on whether or not a lesser faction interferes and/or diplomacy.

And in PS's case, there just arent enough people to even fill out 3 factions (the game in its current state is nothing more than squad-level play).   Let alone on a bigger gamespace... which is what PS has always needed.  And having more than 2 factions muddies the waters when it comes to actually "winning" the map.  Who/how does actually win?  You can never truly win because there's always the 3rd wheel there.

I prefer one giant RvR game of chess, with guns.  Chess only has 2 players.


WW2O, while one of my favorite MMOs, is probably a bad example to use because it is SO vastly different than any other MMO I've played, its hard to apply what works there to any other MMO.


Title: Re: Planetside 2
Post by: Goreschach on May 08, 2010, 07:52:57 PM
Also, it might be nice to have only 2 factions.

I have absolutely no idea what makes people think this.

In an RvR game 2 is always always always the wrong number of teams.



I don't know, maybe because every significantly popular competitive sport currently played is based around two teams?

Football, baseball, chess, rugby, soccer, whatever. Once you add more than two groups, any concept of 'fair play' gets shot to hell and you have too much variance. It becomes more about luck than 'may the best man win'.

The solution to having one side getting beat in an rvr mmo is to actually let the side get beat. Let them get wiped out, then reset the world. What's the point of having the sides fight if nobody can win?


Title: Re: Planetside 2
Post by: Malakili on May 08, 2010, 08:54:29 PM
Also, it might be nice to have only 2 factions.

I have absolutely no idea what makes people think this.

In an RvR game 2 is always always always the wrong number of teams.



I don't know, maybe because every significantly popular competitive sport currently played is based around two teams?


Well, I think you've hit upon the important point.   What do you want more a "competitive sport" type game, or a huge battlefield simulator.  One tends to offer even matches, more fair games, and well, as you said, competition.  The other tends to offer gameplay that can be frustrating if it goes badly for you, but has the potential for insanely epic moments and stories that you literally end up telling for years.  "Remember that time we were dug into our last bunker, and X was attacking us, but then we heard the roar of Y's bombers coming, ducked our heads, only to realize they were carpet bombing our enemy!  We seized the moment, rushed from our positions and routed the enemy!"  Of course, you "pay" for those moments when you get similar moments on the other side of the equation.

Pretty much everyone has read the epic battle story from Planetside thats been circulating forever now.  I think it was even linked in this thread.  I think a "competitive sport" balanced game would not offer those kind of moments, and its those kind of moments that are going to make me want to play a game like this. 


Title: Re: Planetside 2
Post by: Goreschach on May 08, 2010, 09:02:36 PM
Y's bombers could just as easily be another guild on your side of a 2 realm war. I'm just pulling this out of thin air, as I don't play it, but I'm sure WWIIO has plenty of stories like that, and it's basically just one side versus another.


Title: Re: Planetside 2
Post by: Lantyssa on May 08, 2010, 09:24:49 PM
Football, baseball, chess, rugby, soccer, whatever. Once you add more than two groups, any concept of 'fair play' gets shot to hell and you have too much variance. It becomes more about luck than 'may the best man win'.
All of which have very specific numbers of players on the field at all times.  If you like battlegrounds, fair enough.  If you like open-ended conflict, then the concept goes right out the window.


Title: Re: Planetside 2
Post by: Malakili on May 08, 2010, 09:40:36 PM
Y's bombers could just as easily be another guild on your side of a 2 realm war. I'm just pulling this out of thin air, as I don't play it, but I'm sure WWIIO has plenty of stories like that, and it's basically just one side versus another.

It has great moments, yes, but its not a great example to use, it has a number of systems in place that fans of the game love, but that wouldn't go over well with the general gaming population (hence why its so niche probably).  Those "unpopular" systems are actually in a large part what leads to those fantastic moments (and plenty of dull, sitting around guarding an objective for an hour and not much happens moments too).  I mean, its just a really very different game than a standard 2 sided RvR game, and while we can get into discussing it, its probably better to bump the WW2O thread to do it (maybe patch 1.31 is finally coming soon, I always did say I was going to go back to that game when they released the patch, but that was like 6 months ago now :))

Anyway, I think a game like Planetside and lots of normal RvR type PvP MMOs would benefit a lot from a 3rd side.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 09, 2010, 09:04:02 AM
Planetside had a lot of flaws, but three factions was not one of them. Quite sure we are repeating ourselves here.


Title: Re: Planetside 2
Post by: Ghambit on May 09, 2010, 10:27:53 AM
Planetside had a lot of flaws, but three factions was not one of them. Quite sure we are repeating ourselves here.

For the design they had yah.  Twasnt a flaw.
But that design didnt really produce great results did it?

Imo, the only compelling games that offer more than 2 factions (in pvp) are ones with extremely deep resource gathering, diplomacy, and alliance controls OR at least pits the factions against eachother towards a common reachable goal  (like 3+ players playing <insert random FantasyFlight game> etc.).  PS had none of those.  It was just 3 factions zerging around the map for the sake of getting better weapons... design didnt work Blood.


Title: Re: Planetside 2
Post by: Koyasha on May 09, 2010, 11:54:42 AM
For the design they had yah.  Twasnt a flaw.
But that design didnt really produce great results did it?
Actually yes, it did.  Maybe the reason you disagree is you didn't like Planetside in the first place, but it wouldn't have worked without three sides, and the core design was never one of its problems.

DAOC also worked well with three factions, because of three factions.  Again, it had other flaws, but having three sides was not one of them.  On a battlefield where numbers aren't even, three factions helps immensely.

The reason two sides works well in WW2O is because of all its secondary systems, logistics, and much slower pace.


Title: Re: Planetside 2
Post by: Nebu on May 09, 2010, 02:06:36 PM
Actually yes, it did.  Maybe the reason you disagree is you didn't like Planetside in the first place, but it wouldn't have worked without three sides, and the core design was never one of its problems.

DAOC also worked well with three factions, because of three factions.  Again, it had other flaws, but having three sides was not one of them.  On a battlefield where numbers aren't even, three factions helps immensely.

The reason two sides works well in WW2O is because of all its secondary systems, logistics, and much slower pace.

I think that games would work well with three or more sides as this would add diplomacy.  PvP thrives on there existing mechanics to alter replay.  DAoC was known for this among the more serious players.  It wasn't uncommon to realm-hop or even server hop to find new fights, new environments, and new challenges.  I believe that having multiple factions also enhances replay value.  When you begin to believe the grass is greener someplace else, you have the opportunity to take a look. 


Title: Re: Planetside 2
Post by: pxib on May 09, 2010, 02:58:17 PM
The more factions there are, the less personal the fight.

In a two-sided conflict, "the enemy" is monolithic. Either the conflict is entirely uninteresting, or the enemy is a bunch of lazy, cowardly fools with no skill who win by unfair advantage. If they dominate, they dominate completely. The grass is greener on exactly one other side of the hill, so traitors only have only two ways to flee: to the other side, or out of the game entirely. War is vast and omnipresent, but without alliances and rivalries the fighting can feel generic.

Alternately, a world without factions means that each guild, gang, or individual takes direct blame. Insults and injuries are more visceral, but less frequent... cooperation is safer than competition. Revenge, then, is simultaneously rare and satisfying because it's more specific. Tiny alliances and betrayals constantly alter the front lines in an unknowable tapestry of sharing and conflict. "Changing sides" is an almost meaningless distinction. Chaos reigns.

The continuum between these extremes dips asymptotically. Three sides feels very different from two. Twelve sides feels almost indistiguishable from twenty. I think the balance between the advantages of both extremes exists somewhere between 3 and 7. Few enough that the enemies are well known and the battle lines are drawn thick, but not so many that there's no reason to fight.


Title: Re: Planetside 2
Post by: 01101010 on May 09, 2010, 03:58:34 PM
Still makes one wonder what would have happened if WAR had three sides.


Title: Re: Planetside 2
Post by: Xanthippe on May 09, 2010, 04:09:51 PM
Still makes one wonder what would have happened if WAR had three sides.

With or without WAR's fatal flaws?


Title: Re: Planetside 2
Post by: Malakili on May 09, 2010, 04:11:05 PM
Still makes one wonder what would have happened if WAR had three sides.

It would have been better, but still bad. 


Title: Re: Planetside 2
Post by: pxib on May 09, 2010, 04:50:07 PM
Still makes one wonder what would have happened if WAR had three sides.
It would have had a less overtly polarized structure, for one. Why stop at three? What if it had six? Play the early levels versus your neighbor, then graduate to maps with more options. Have the various NPC realm kings quasi-randomly shift alliances based on how completely one group is dominating. This week Chaos and the High Elves have established a fragile truce to take the Black Crag from the Dwarves. While in Dwarf lands they can group and communicate, but can't fight their "allies". Then allow Chaos and High Elf players to continue skirmishing in the battlegrounds, subtly altering the front lines between their territories, because some commanders still hate the others and WAR IS EVERYWHERE.

It'd certainly be more true to the mythos.


Title: Re: Planetside 2
Post by: Ratman_tf on May 09, 2010, 05:37:39 PM
Planetside had a lot of flaws, but three factions was not one of them. Quite sure we are repeating ourselves here.

For the design they had yah.  Twasnt a flaw.
But that design didnt really produce great results did it?

The only two issues I had/have with Planetside, is that #1. It wasn't sticky enough. I don't know how they could have made it stickier, but then I'm not paid to.
#2. Core Combat.

Other than those two things, Planetside was everything I could want in a battlefield FPS game like that.


Title: Re: Planetside 2
Post by: UnSub on May 09, 2010, 06:33:27 PM
Still makes one wonder what would have happened if WAR had three sides.

WAR's core problems had nothing to do with the number of sides it had. In fact, limiting it to two sides helped concentrate players together so there was more fun to be had.

Given that most of the PvP in WAR was instanced and new factions can't crash an instanced PvP event, extra sides would have been meaningless for WAR. Hell, the biggest issue RvR issue would have been that keep flipping would have taken longer to do since you've have to wait behind two other teams, not just one.


Title: Re: Planetside 2
Post by: tazelbain on May 09, 2010, 07:10:55 PM
Well when I played WAR, Destruction had a queue time something like 45min to Orders 5min.  A side effect was that anytime Order stepped out to RvR, we were swarmed by the Destros waiting for the queue exasperating the imbalance.  A third side could have made dropped to 5min the queues for everyone.


Title: Re: Planetside 2
Post by: Sheepherder on May 09, 2010, 08:31:26 PM
Not unless the third side increased the number of non-destruction players by a a factor of nine.


Title: Re: Planetside 2
Post by: Lantyssa on May 09, 2010, 08:47:58 PM
At least there would have been in-fighting between the Destruction realms.  It may not have helped their queues, but the imbalance might not have been as noticeable.


Title: Re: Planetside 2
Post by: tazelbain on May 09, 2010, 09:15:54 PM
So in my mind: Empire/Dwarfs vs Skaven/Greenskin vs Chaos/Undead would work out pretty awesome.



Title: Re: Planetside 2
Post by: Ghambit on May 09, 2010, 09:53:33 PM
Planetside had a lot of flaws, but three factions was not one of them. Quite sure we are repeating ourselves here.

For the design they had yah.  Twasnt a flaw.
But that design didnt really produce great results did it?

The only two issues I had/have with Planetside, is that #1. It wasn't sticky enough. I don't know how they could have made it stickier, but then I'm not paid to.
#2. Core Combat.

Other than those two things, Planetside was everything I could want in a battlefield FPS game like that.

a)  Not being sticky enough is exactly why the game had no subs. after a few weeks (that and SWG).  Kind of a big flaw for an MMO.
b)  Core Combat was a major xpac that drastically changed the game.  If that's an issue as well....  ur phucked

But yah, other than those things PS was awesome!   :why_so_serious:

Hey, I loved PS as much as the next guy (I led a LARGE clan in it)... but I wasnt ignorant of its flaws.  Debating the amount of factions is probably subordinate to the fact that other elements of the game just didnt jibe.  It's a small piece of the fail-pie I guess.


Title: Re: Planetside 2
Post by: Dtrain on May 09, 2010, 10:42:05 PM
Core Combat is a bit vague of a reason - maybe he didn't like the theme.

Personally, I think it compounded the subscription problem because it took a world that was already becoming too large for the number of subscriptions it was hemoraging and it made it larger.

PS2 is going to need to be stickier, obviously, but it should also have some built in free to play option, similar to the reserves program... aaaand, for the inevitable expansions, it should have some way to elegantly merge servers, hopefully without instancing out the whole thing.


Title: Re: Planetside 2
Post by: Ratman_tf on May 10, 2010, 12:37:50 AM
Personally, I think it compounded the subscription problem because it took a world that was already becoming too large for the number of subscriptions it was hemoraging and it made it larger.

Planetside was about fighting over towers and bases and choke points. CC was a seperate area that people only fought over to get their BFR cert. And IIRC before the cert incentive, no one really fought in CC areas.

It was redundant.


Title: Re: Planetside 2
Post by: Furiously on May 10, 2010, 12:57:16 AM
Didn't they play some role in capturing bases? Like you had to go into them to grab something then you could take over a base?


Title: Re: Planetside 2
Post by: Dtrain on May 10, 2010, 02:06:24 AM
Personally, I think it compounded the subscription problem because it took a world that was already becoming too large for the number of subscriptions it was hemoraging and it made it larger.

Planetside was about fighting over towers and bases and choke points. CC was a seperate area that people only fought over to get their BFR cert. And IIRC before the cert incentive, no one really fought in CC areas.

It was redundant.

To be 100% factual, the BFR cert thing didn't happen until the Aftershock release/patch, which was some time after core combat released. If I was going to strap on my armchair developer helmet, I would say that design decision was made to generate interest in the largely ignored core combat areas. In terms of overall game objectives, the core combat areas only served an ancillary goal of providing modules to buff up bases. What was left of the playerbase looked at what the core had to offer, shrugged, and went back capping towers and bases on the old game. After the initial aftershock "OMG, get the BEEEFUR" craze died down, the caverns went back to what they had always been - an empty place where a team looking for an advantage sent a few people willing to be bored to shit in order to get a buff.


Title: Re: Planetside 2
Post by: Goumindong on May 10, 2010, 03:23:10 AM
In general, anything in a non-resource grind pvp game (See: EVE) that decreases player density below whatever your smallest "unit" threshold is is a bad idea. Adding more dimensions ala core combat was just that.

With regards to some of the other things that have been said here:

1) 3 sides is pretty ideal for this kind of game. Alliances cannot become stable(as might happen in a 4 side game) and are much more likely to be opportunist. It also makes it harder to have one side domination since the weaker two sides can get together.  Timezone issues are still a problem.

2) PS doesn't have any resource generation or usage. It was all about reinforcements. This made it hard to have any stake in winning

Looking at that second part seems like it was what made PS lack the stickyness. Games like Natural Selection can do the hybrid FPS/RTS gameplay well, but since the game is really about resource generation once one side gets a critical mass it tends to cascade pretty quickly. Instanced games can do this because they end. Non-instanced games cannot.

Reconciling these two points is hard, if not impossible. You both need the game to be all combat all the time, but at the same time you don't want a single side to gain enough resources that the other sides cannot win.

Thinking about solving this seems like you could have some sort of system whereby the better people did, the more resources they received, but the less resources their team received, with a cap on total resources.

I.E. Each side gets 10000 units of stuff and various items cost different amounts of stuff. Each player gets 10 units/hour to use draining from the main resource and can accumulate up to 100 units before it caps. Each side gets 10 units/hour/active player added to their total resources. As more bases are captured each player can drain units from the total faster (up to say 20 units/hour) but the main resource refills slower(down to say 5 units/hour)

So resources are limited per person(killing them matters), limited per side(Killing them matters), you gain an advantage by winning(each person can drain more resources), but only so far(main reserves can be drained faster). This means that there is a baseline amount of stuff a side will have per hour/day/whatever and a stalled attack can be very costly in terms of main resource units.

Not sure how well it would work out though.


Title: Re: Planetside 2
Post by: Trippy on May 10, 2010, 03:33:47 AM
2) PS doesn't have any resource generation or usage. It was all about reinforcements. This made it hard to have any stake in winning
PS bases do have resource usage -- NTUs. An ANT drop into a base under siege that was about to lose all power was one of the more fun events in the game.

Doesn't change your argument, though.



Title: Re: Planetside 2
Post by: 01101010 on May 10, 2010, 06:47:03 AM
2) PS doesn't have any resource generation or usage. It was all about reinforcements. This made it hard to have any stake in winning
PS bases do have resource usage -- NTUs. An ANT drop into a base under siege that was about to lose all power was one of the more fun events in the game.

Doesn't change your argument, though.

As a side note, later on when the lattice went into effect, the bases did have some strategic consequences in having an interlink base was full of win along with a tech plant for armor and amp station for shielding. Drop ship bases were less of a focus simply because galaxies were being used less and less and liberators were meh without a tail gunner.

The balance pass in which they fucked up the striker (and I was somewhat against the fire-and-forget part, but nerfing the rocket dmg was stupid) and nerfed the pounder max for the TR (well deserved for the most part) among other things was the fire shot across the bow. Core combat came out and within a week people in my outfit wrote it off as a wasted effort at an expansion. BFRs served to put people back in the caves but not for what the caves were designed (if there was one) for. You grabbed your cert if people were down there to kill and you left.

And for myself and my outfit, the goal was always to keep our home continents under our control and sanc lock the other factions. Granted, that type of goal has a short half-life - but it was a pretty motivating goal.


Title: Re: Planetside 2
Post by: Goumindong on May 10, 2010, 09:46:47 AM
2) PS doesn't have any resource generation or usage. It was all about reinforcements. This made it hard to have any stake in winning
PS bases do have resource usage -- NTUs. An ANT drop into a base under siege that was about to lose all power was one of the more fun events in the game.

Doesn't change your argument, though.
Personal or item resources. NTU's were all about making sure the base spawned its more or less infinite amount of stuff for you. Functionally its almost no different than if the base just "worked" once you had captured it. NTU's are probably better defined as capture conditions than resources.

Also, i don't think bases should have been able to spawn vehicles, but that is another point all together.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 10, 2010, 09:54:09 AM
2) PS doesn't have any resource generation or usage. It was all about reinforcements. This made it hard to have any stake in winning
PS bases do have resource usage -- NTUs. An ANT drop into a base under siege that was about to lose all power was one of the more fun events in the game.

Doesn't change your argument, though.
Personal or item resources. NTU's were all about making sure the base spawned its more or less infinite amount of stuff for you. Functionally its almost no different than if the base just "worked" once you had captured it. NTU's are probably better defined as capture conditions than resources.

Also, i don't think bases should have been able to spawn vehicles, but that is another point all together.

What?

NTUs are used every time someone spawns, every time a weapon is created every time a vehicle is made and every time the base repairs things like turrets, tubes, terminals or the generator. If a base runs out of NTU's it goes neutral , and thus regardless of the lattice can be hacked by any faction, also loss of lattice and cave mod benefits due to connection dropped. BFR's also had NTU drain arms as well that could be dissipated in an EMP wave.

Typical, large battle time before the base is drained from simple use, about an hour in a full blown fight. Shorter if various drains are used and or encouraged.

Killing an ANT on its way to the gate or base was sometimes the difference between capture or not.


Title: Re: Planetside 2
Post by: Goumindong on May 10, 2010, 10:41:00 AM
Killing an ANT on its way to the gate or base was sometimes the difference between capture or not.
Wow, the base goes neutral, you have seriously crimped the opponents ability to fight for a prolonged period of time... :roll:

Resources for the base don't matter much, in terms of the game, its just another requisite to holding, not any separate mechanic that makes fights matter.

Edit: i should clarify. Just because you call something a "resource" doesn't mean that it is. NTU's were requisites for holding bases and little else. Its as much a "resource" mechanic as making someone bring flags to capture points. In a game of TFC (the one where you brought the flags to the capture points) the resource was not flags, it was time. It is the same way here, except time is not a resource when its unlimited

NTU's are not resources, they're capture point mechanics.


Title: Re: Planetside 2
Post by: Kageru on May 10, 2010, 10:55:15 AM

Now would be a really good time for them to release, or announce the imminent release, of Planetside 2. With the experience they gained, the current interest in persistent shooters and the better on-line infrastructure they could make a game for which there is no competition. It would have the potential to massacre games like APB.

Of course it's SOE :/

And they're probably focused on EQ3. Great idea that. Another fantasy MMO is just what we need. And based around a world and Lore that will only have interest to those already playing EQ2. Or maybe they'll actually release "The Agency" some day.



Title: Re: Planetside 2
Post by: Mrbloodworth on May 10, 2010, 10:56:18 AM
Killing an ANT on its way to the gate or base was sometimes the difference between capture or not.
Wow, the base goes neutral, you have seriously crimped the opponents ability to fight for a prolonged period of time... :roll:

Yes, it sure does. Especially if that base was in line, or was a Tech facility. It also allowed another side to enter the space with a foothold.

I guess I need you to define what you mean by resources.


Title: Re: Planetside 2
Post by: eldaec on May 10, 2010, 04:00:34 PM
So in my mind: Empire/Dwarfs vs Skaven/Greenskin vs Chaos/Undead would work out pretty awesome.



You are terrible at making up appropriate alliances in warhammer.

Skaven/green? Jesus

But yeah, your actual point is completely right. There are a million ways to combine races for 3 or more realms which wouldn't sick half as much as green/chaos/delf.


Title: Re: Planetside 2
Post by: UnSub on May 10, 2010, 06:33:28 PM
1) 3 sides is pretty ideal for this kind of game. Alliances cannot become stable(as might happen in a 4 side game) and are much more likely to be opportunist. It also makes it harder to have one side domination since the weaker two sides can get together. 

There is an equal chance of the top two sides getting together to kick the crap out of the weakest.

Uneven number of sides are probably preferable, but 2v2 might work. Better than 1v1, anyway.


Title: Re: Planetside 2
Post by: Goumindong on May 10, 2010, 09:44:26 PM
There is an equal chance of the top two sides getting together to kick the crap out of the weakest.

Uneven number of sides are probably preferable, but 2v2 might work. Better than 1v1, anyway.
Unlikely. Consider the incentives where side 1 > side 2 > side 3

If side 1 and 2 get together to beat up side 3, once side 3 is down, side 1 has an absolute advantage over side 2. Side 2 would never make that choice, they would rather choose to attack side 1, since they can more reasonably make dents into that front.

Also possible is that side 1 and 3 get together. But this is less valuable to side 3 than side 3 choosing with side 2, since at the end of the fight with the other side, if they chose to side with 1 then they're going to get clobbered.

The incentives clearly point to a side 2,3 alliance in such a situation

That assumes rational choice and simultaneous combat initiative.

What about combat that has already started? In all cases the advantage is to choose to side with the weakest side if any alliance occurs. This means that there are still only two possible outcomes side 2 and 3 make an alliance, or side 1 and 3 make an alliance.

Both of the above assume no defection in battle.

What about if people aren't rational? That is the only time its random... BUT there are three possible alliances, 1,2/2,3/1,3 and only 1 of them is the two strongest. One of them isn't entirely optimal, but is still better than the "equal chance of the big boys getting together".

Now, completely random choice is unlikely, more likely is that combat alliances start based on who sees whom first, And in that case the first one to get attacked is likely to be the strongest force in the field.

All of this holds true no matter the duration of the alliance, so long as it is possible to "defeat" in some way, the other side. Even if no defection is possible.

3 sides is much more likely to produce an equally sided outcome


Title: Re: Planetside 2
Post by: Fordel on May 10, 2010, 10:50:57 PM
Aren't you assuming that one side is clearly strongest?



Also, in my experince, as long as curbstomping side 3 gives 'victory points', sides 1 and 2 will happily just continue doing that and won't bother with each other at all. They only take notice of each other when side 3 finally logs out in frustration for the night, or is so small in numbers they are inconsequential.


Title: Re: Planetside 2
Post by: Goumindong on May 10, 2010, 11:05:02 PM
Aren't you assuming that one side is clearly strongest?



Also, in my experince, as long as curbstomping side 3 gives 'victory points', sides 1 and 2 will happily just continue doing that and won't bother with each other at all. They only take notice of each other when side 3 finally logs out in frustration for the night, or is so small in numbers they are inconsequential.
Yes. I did assume that the fight has to has an end at some point and a reasonably low value for present value discounting. I was vague on when that had to occur. However, if you consider defection a possibility then the situation that you describe is unlikely. IIRC in planetside the persistent drubbings were mainly when one side had a super-massive time zone advantage

Another problem that may reduce this effect is the inability to easily have unified fronts. I.E. if 3 is getting trounced by 1, then 2 can't intervene if they can't get there easily.

Re: The first part

One side doesn't have to clearly be the strongest so long as one side is clearly the weakest. Either would create likely collations. If there are no clear winners then while you may get lop sided allegiances they aren't likely to last long.


Title: Re: Planetside 2
Post by: Sjofn on May 10, 2010, 11:32:12 PM
Also, in my experince, as long as curbstomping side 3 gives 'victory points', sides 1 and 2 will happily just continue doing that and won't bother with each other at all. They only take notice of each other when side 3 finally logs out in frustration for the night, or is so small in numbers they are inconsequential.

GOOD TIMES

<sob>


Title: Re: Planetside 2
Post by: Segoris on May 11, 2010, 07:43:26 AM
From what I've seen, the weakest is normally not picked on by the two stronger sides. Not to say it doesn't/hasn't happened, nor that it wouldn't happen again, it was just more of a rarity. If that rarity is the major opposition to the almost guaranteed dominance of one side over the other in a two sided war, sign me the hell up. I miss three sided wars as you didn't know what to expect since not everyone went along with unofficial alliances which always stirred up the pot nicely.

I think four sided wars would be interesting, but I'd prefer an odd number of sides since 2v2 isn't much different then 1v1 in this case (basically means less AE as to not hit your unofficial allies). Five sided would be even more impersonal and confusing for most, and that's why I wouldn't want to see five or more.


Title: Re: Planetside 2
Post by: Goumindong on May 11, 2010, 12:48:41 PM
I think four sided wars would be interesting, but I'd prefer an odd number of sides since 2v2 isn't much different then 1v1 in this case (basically means less AE as to not hit your unofficial allies). Five sided would be even more impersonal and confusing for most, and that's why I wouldn't want to see five or more.
Consider EVE, which has an effectively undefined number of sides. Alliances are relatively stable compared to an FPS, and full scale steam rolling is more common. But once its over they tend to disperse.

However, that is more of a time frame issue. If you consider that the time frame in EVE for a "campaign" is roughly equivalent to the time frame in PS for a "battle" you can see how essentially infinitely mutable sides can produce the situation discussed. However, in EVE, the politics and allegiance has a much deeper pull. This actually serves to make the system less "swingy" with everyone teaming up on one person until their dead. (it still happens, but you do get cohesive power blocks fighting each other one relatively even grounds)

However, absent that the more sides the harder that is to maintain.

Consider the incentives in a 4 sided fight where everyone starts out without an alliance and everyone is as strong as each other. If you ally with one person you double your strength and pretty much guarantee your chances of survival. Random alliance selection can produce either 2v2 or 3v1. But if we acknowledge that the choices are made only semi-simultaneously (I.E. there is some sort of negotiation in between, even if its fast) then the 3v1 option looks more likely. Why? Because 2v2 is a 50/50 chance of winning the first engagement then a 50/50 chance of winning the second. 3v1 is a 100% chance of winning the first engagement, a 33% chance of being selected as the odd man out and loosing 100% of the time(so a 66% chance of surviving to the winning side of the 2v1) and then a 50/50 chance of winning the next engagement. (so in a 2v2 alliance, each side has an incentive to deviate to the other and make it 3v1) Since .33(chance of winning if one of 3 in 3v1) > .25 (chance of winning if one of 2 in 2v2) 3v1 is a more likely occurrence.

What about uneven sides with 1>2>3>4. Ironically in that situation you're more likely to have 1 and 2 team up to kill 3 and 4. Why? Because the 3v1 situation with 1 or 2, and 3, 4 vs 1 or 2 devolves into 3,4 vs 1 or 2 after the 3v1 wins. Since team 1 and team 2 won't like this they will opt to crush 3/4 by teaming themselves and then fight against themselves for the final win. Alternately you could have a 1,2,3, vs 4 option(then 2 and 3 v 1, then 2v3 if 1 loses) since 1 may not defect to join side 4. (note: i am probably missing possible combos, I am not going through to check them all)

As we keep adding sides uneven fights become more common rather than less common.

Of course, all of the above assumes geography is not an issue(I.E. everyone can always get to the fight) and only one side can win.


Title: Re: Planetside 2
Post by: slog on May 11, 2010, 12:57:18 PM
Consider the Eve Chinese (or whereever it is) server, where all the fighting is in Empire and anyone that tries to take territory is zerged by the rest of the server.


Title: Re: Planetside 2
Post by: pxib on May 11, 2010, 03:41:12 PM
As we keep adding sides uneven fights become more common rather than less common.

Of course, all of the above assumes geography is not an issue(I.E. everyone can always get to the fight) and only one side can win.
Indeed, and great post. That said, I'm not sure that the desire to eliminate uneven fights is the reason folks want extra factions. Uneven fights are inherent to non-sport competition. Ganking by zergs is a rational effort to seek reward at minimal risk, and the honorable are typically suckers. It's best to make sure you are as strong and your opponent as weak as the environment allows. Worse yet... if losses are severe and only one side can win, then unless the odds are overwhelming the smartest choice for both sides is not to play.

With only two sides, that's precisely what happens.

In multipolar competition, then, the strongest competitors tend to sit back and sustain their power, skirmishing with eachother and slapping the weak when they get uppity. If any of them were to jump forward and waste time and energy wiping a smaller opponent off the map, their stronger competitors might take the opportunity to flank them in their moment of weakness. Everybody major is waiting with a knife for the moment when somebody else's back turns.

It's not that multipolar environments are more "fair" or less "uneven", it's that they're more interesting. The Chinese gamers understand that this interest creates a lot of unhappiness, so the nail that sticks up gets hammered down. American gamers tend to think happiness is for pussies.


Title: Re: Planetside 2
Post by: Segoris on May 11, 2010, 04:21:28 PM

I agree time and geography would play a major role in this discussion as to what would play out (and has played out for people's previous experiences) and what would be better. Though I think that time and either a persistent world or non persistent world are the two biggest factors for how many sides a game should have. Fast games and non persistent worlds I'd agree that people would gang up strategically to better their immediate odds (the 3v1 examples).  Persistent worlds with communities building over time normally had people rotating against the strongest and more battle royal situations then anything else (in my experiences and most people I've talked with as well). So in the persistent world it usually wouldn't stay 3v1 for long since the 3 aren't gaining much of anything fighting the 1 (persistent worlds have development, so why waste time for minimal/no gains?). The 2v2 though, with even forces vs even forces (good luck getting that), is again, a larger 1v1 in the persistent world since long term relations are actually important. In the non persistent world I'd agree that the 2v2 would never happen.

As for EvE, that is a bit different. I was talking about non-sandbox with defined "sides."


Title: Re: Planetside 2
Post by: Sjofn on May 11, 2010, 05:16:44 PM
From what I've seen, the weakest is normally not picked on by the two stronger sides. Not to say it doesn't/hasn't happened, nor that it wouldn't happen again, it was just more of a rarity. If that rarity is the major opposition to the almost guaranteed dominance of one side over the other in a two sided war, sign me the hell up. I miss three sided wars as you didn't know what to expect since not everyone went along with unofficial alliances which always stirred up the pot nicely.

I am curious where you saw this. In my experience in DAoC, it was exactly as Fordel described. The weakest realm (my realm, Midgard  :awesome_for_real: ) was pretty much the punching bag for the other two until we all logged out. Then the other two realms finished taking all our keeps unopposed. THEN they started smacking each other around in Emain. Then Midgard would log back in (we had a really hilarious SET TIME of when we'd be active, we basically had two shifts of when we'd have enough people to be even the slightest concern, US "prime time" and eventually "when the Italians logged in"), take back our empty, undefended keeps. Then get rolled over again and again and again until we logged out.

It's less "the two bigger realms wouldn't fight each other," it's that "nothing would stop them from beating the shit out of the overwhelmed third realm." And you will definitely get third realms that are so outnumbered, even if they WANTED to call a truce with one of the other realms, there'd be little reason to do so. Mid DID try to work truces on occassion, but when the realm you're trucing with has more people opposed to said truce than your realm has PvPers, who are also not all in agreement, it's ... pointless.

I guess what I'm saying is more-than-two realms is fine in theory, but unless you have some really, really, really strict population controls, and I'm talking the kind that are so strict that they'd never happen because players wouldn't stand for it, it falls apart in practice. I liked three realms in DAoC, it just doesn't do what people think it does.


Title: Re: Planetside 2
Post by: Fordel on May 11, 2010, 05:23:51 PM
On top of Population control, you would need some way to insure participation equality. Having all those people doesn't help if they never enter the RvR zone.


No idea how you could do that without making your game complete ass though.


Title: Re: Planetside 2
Post by: Furiously on May 11, 2010, 05:39:33 PM
I recall reading about the forth empire in both those games: the people who would switch to a character on the side that appeared to be winning.


Title: Re: Planetside 2
Post by: Segoris on May 11, 2010, 05:42:47 PM
I am curious where you saw this. In my experience in DAoC, it was exactly as Fordel described. The weakest realm (my realm, Midgard  :awesome_for_real: ) was pretty much the punching bag for the other two until we all logged out. Then the other two realms finished taking all our keeps unopposed. THEN they started smacking each other around in Emain. Then Midgard would log back in (we had a really hilarious SET TIME of when we'd be active, we basically had two shifts of when we'd have enough people to be even the slightest concern, US "prime time" and eventually "when the Italians logged in"), take back our empty, undefended keeps. Then get rolled over again and again and again until we logged out.

It's less "the two bigger realms wouldn't fight each other," it's that "nothing would stop them from beating the shit out of the overwhelmed third realm." And you will definitely get third realms that are so outnumbered, even if they WANTED to call a truce with one of the other realms, there'd be little reason to do so. Mid DID try to work truces on occassion, but when the realm you're trucing with has more people opposed to said truce than your realm has PvPers, who are also not all in agreement, it's ... pointless.

I guess what I'm saying is more-than-two realms is fine in theory, but unless you have some really, really, really strict population controls, and I'm talking the kind that are so strict that they'd never happen because players wouldn't stand for it, it falls apart in practice. I liked three realms in DAoC, it just doesn't do what people think it does.

I was also playing a heavily outnumbered Mid on DAoC. I've also played against underpopulated Mids on a few servers since, let's face it, Mid was underpopulated on all but a couple servers. At no point was the mentality on any server that anyone I knew or myself played on "let's gang up on Mids for crappy RPS." Again though, I'm not saying it doesn't happen or that it wouldn't happen at all as that would be a very dumb comment, just that it wasn't the norm for most.


Title: Re: Planetside 2
Post by: pxib on May 11, 2010, 05:58:11 PM
Or, as was said in a different thread, you have to have multiple victory conditions. If winning is a search for uneasy equalibrium rather than a PLAY TO CRUSH there's a lot of room for underdogs to undermine the absolutist ambitions of the overlords. If conquest is a continuum rather than a switch, there's a lot of wiggle room.

Just off the top of my head: dimininshing returns. It's DAoC in reverse. The first victories would be the easiest to capture, the hardest to defend, and give the largest advantages to the winners without actually harming the losers much. Those advantages would have to be hard to share so they'd change hands a lot. Imagine the DAoC relics being kept in flimsy keeps atop the milegates. The deeper invaders strayed into enemy territory, the more terrain and gameplay would work against them... and the more they'd have to defend the tempting territories (and supply lines) they've advanced past from scavengers arriving behind them. Meanwhile the advantages gained would become more complex and abstract.

Perhaps a deep advantage might be a sacred cave. It contains a unique ore that must be mined as a high end crafting material. First it has to be captured so the guard NPCs stop spawning... this is a great insult to the shamans who control it, so they gain assorted attack buffs until it is recaptured. The ore is corpse lootable by anybody, carrying it debuffs your speed, and puts an aura around you that further buffs shaman attacks. Plus you have to fight your way back through the white knights who have captured the milegate relic keep behind you.

That sort of thing.



Title: Re: Planetside 2
Post by: Sheepherder on May 11, 2010, 07:27:16 PM
Or make a game where the people on the smallest unit of land belong to a fiefdom (small guild), are conquered and pays a portion of their daily resources to a barony consisting of many fiefdoms (large guild), which in turn swears fealty to a royal family which has been victorious over several baronies (hardcore guild), who contest each other to become the emperor (reeks of catass).

When a territory is conquered the status of the people holding it may change to reflect how much land they hold (if you conquer a neighboring fiefdom, you become a baron and cast off your old superior, conquer a shitton more and you challenge your king, ditto for the emperor).


Title: Re: Planetside 2
Post by: Sjofn on May 11, 2010, 07:59:57 PM
I was also playing a heavily outnumbered Mid on DAoC. I've also played against underpopulated Mids on a few servers since, let's face it, Mid was underpopulated on all but a couple servers. At no point was the mentality on any server that anyone I knew or myself played on "let's gang up on Mids for crappy RPS." Again though, I'm not saying it doesn't happen or that it wouldn't happen at all as that would be a very dumb comment, just that it wasn't the norm for most.

I don't think it was a specific "let's gang up on the Mids" thing. It was a "they're easiest to beat the shit out of, therefore we will beat the shit out of them" thing. Like they weren't taking our keeps because "ha ha, suck on that you underdog LOSERS," they were taking them because they knew there'd be very little resistance. If they just wanted to fight for no reason, it was the Emain zergfest, but for the "winning the game" stuff? Beat up Midgard, because Midgard is a lot easier to beat up than Albion or Hibernia.

Percival, where I played Alb, was a lot more balanced RvR-ing population-wise (although if you woke up the Alb zerg, forget it, because the zone was going to be crashing), and probably played closer to what people like to imagine three-sides games always play out, but once the populations start to skew, it really fucking blows chunks for that third realm.


Title: Re: Planetside 2
Post by: Ratman_tf on May 11, 2010, 08:01:04 PM
I was also playing a heavily outnumbered Mid on DAoC. I've also played against underpopulated Mids on a few servers since, let's face it, Mid was underpopulated on all but a couple servers. At no point was the mentality on any server that anyone I knew or myself played on "let's gang up on Mids for crappy RPS." Again though, I'm not saying it doesn't happen or that it wouldn't happen at all as that would be a very dumb comment, just that it wasn't the norm for most.

On my server, Hib had a decent population, but a lot of them seemed to be not interested in PVP. So we were almost always outnumbered. I remember the one night when we managed to capture a Relic, run it back to our keeps, and then the server crashed.  :oh_i_see:


Title: Re: Planetside 2
Post by: Sjofn on May 11, 2010, 08:08:17 PM
Our Albs once killed the Hib relic stealing team and then left the relic there.


Title: Re: Planetside 2
Post by: Furiously on May 11, 2010, 08:27:45 PM
We just played with a guy who's computer was so bad it would "chug" whenever a stealther got in range. We curb stomped.


Title: Re: Planetside 2
Post by: DayDream on May 12, 2010, 02:21:44 AM
Was there pop locking in DaoC?  I know when I played fodderside you'd get that on occasion.  Also had the ~1% xp shifts for global population.


Title: Re: Planetside 2
Post by: Goumindong on May 12, 2010, 02:44:18 AM
Clearly the incentive structure of "winning" and "losing" is important. As is the population dynamics. A 1v1v1 game with only 2 sides online really isn't 1v1v1 anymore, if populations are disperse enough that any one side gets enough of a population advantage it breaks down as well.

The answer to that is probably a method to shift new entrants to certain sides depending on the general population dynamics of the server that will be expected.

Or, have some sort of side switching mechanic that only works in the direction that has the lowest hour average population for that players(or outfits) mode hour play time.

I.E. if during the hours of 8 am and 9 am Vanu consistently has the lowest population, and TR has the highest, people can change sides, but only if the character/outfit they're in is in TR and plays most often during the 8 to 9 am time slot.

It shouldn't be hard to compile weekly/monthy averages and then compare them, and while its certainly game-able, its not as easy as other systems


Title: Re: Planetside 2
Post by: Sky on May 12, 2010, 06:37:24 AM
It's not whether you win or lose, it's how you play the game. Or rather, how much fun the competition is. Sure, you know the zerg is going to roll over, but the pussies that run to go nab undefended bases rather than stand up to the zerg (and oh, have some fun and crazy firefights) are the real problem, not the zerg.

And adding experience points so people play to maximize experience rather than to maximize strategy is also one of PS's biggest problems (imo).

Also, switching only came in PS when they merged servers. Bad idea.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 12, 2010, 06:53:24 AM
Yeah, not sure where this winning or loosing thing is coming from, you do not get loot for taking a base, you do not gain "levels" and power, a bad day can gain you just as much xp as a good one.

I think some of you are attempting to put DIKU/RPG behaviors on something they dont really apply to. IMO.


Title: Re: Planetside 2
Post by: Segoris on May 12, 2010, 07:01:12 AM
I don't think it was a specific "let's gang up on the Mids" thing. It was a "they're easiest to beat the shit out of, therefore we will beat the shit out of them" thing. Like they weren't taking our keeps because "ha ha, suck on that you underdog LOSERS," they were taking them because they knew there'd be very little resistance. If they just wanted to fight for no reason, it was the Emain zergfest, but for the "winning the game" stuff? Beat up Midgard, because Midgard is a lot easier to beat up than Albion or Hibernia.

Regardless of their mindset, your experience on Mid wasn't enjoyable, I get it. Again, I'm not saying that doesn't happen only that it wasn't the norm. I do find it interesting that even while I played on one of the worst servers for Mid population we still had such vastly different experiences.

Quote
Percival, where I played Alb, was a lot more balanced RvR-ing population-wise (although if you woke up the Alb zerg, forget it, because the zone was going to be crashing), and probably played closer to what people like to imagine three-sides games always play out, but once the populations start to skew, it really fucking blows chunks for that third realm.
This seems to be the average experience, Alb zerg crashing the zone when it wants to and all. It's not how they always play out sadly, but the ratio of servers that turned out like this compared to the amount of servers that turned out like your Mid server was definitely for the better from personal experiences and all the chats and reminiscing I've done with people over the years from various servers.

On my server, Hib had a decent population, but a lot of them seemed to be not interested in PVP. So we were almost always outnumbered. I remember the one night when we managed to capture a Relic, run it back to our keeps, and then the server crashed.  :oh_i_see:
I've been there before. To me, that felt worse then being underpopulated because you have the people sitting right there, able to fight, online even, and they just didn't do anything. At least you know you have an uphill battle when always outnumbered and are dealing with overcoming the odds, not with overcoming the odds due to lack of participation.



Title: Re: Planetside 2
Post by: Goumindong on May 12, 2010, 08:04:58 AM
Yeah, not sure where this winning or loosing thing is coming from, you do not get loot for taking a base, you do not gain "levels" and power, a bad day can gain you just as much xp as a good one.

I think some of you are attempting to put DIKU/RPG behaviors on something they dont really apply to. IMO.
And this is one of the things that has kept PS from falling into the traps that others have. Keeping a close eye on the incentives is a big deal. The question simply comes down to "are players more likely to want to steamroll or have good fights provided no other incentives"? and "Is it possible to structure incentives such that "good fights" are more likely without having it be exploited?"

As a rule, the whole "diminishing marginal returns" on conquest should do a good job. As would real logistical requirements. (rather than "capture a base and you get shit right at the front line") But I am not sure precisely how that should be structured and frankly without knowing anything else about the game it doesn't lead to many answers.

Mainly I think that my point is that game designers should hire or consult with more economists. Specifically in the field of Game Theory. Because all the god damned time I see structures/systems/balance/design that is totally ignorant of the way that strategic incentives are likely to pan out. And that makes for games that aren't fun(specifically games that have easy solutions, and games that don't have mixing strategic solutions)


Title: Re: Planetside 2
Post by: Tairnyn on May 13, 2010, 08:18:43 AM
Mainly I think that my point is that game designers should hire or consult with more economists. Specifically in the field of Game Theory. Because all the god damned time I see structures/systems/balance/design that is totally ignorant of the way that strategic incentives are likely to pan out. And that makes for games that aren't fun(specifically games that have easy solutions, and games that don't have mixing strategic solutions)

I agree games should leverage the lessons learned from mechanism design in economics, but I can see how it could quickly devolve into a complex formulation with unforseen emergent behavior.

While the players involved are rational in some sense, different types of players have different utilities for the outcomes. To make things worse, there is a lack of transferability between these types of players that can make it difficult to identify stable strategies based on some common currency. For example, you can't really assign the same value to players that play for a challenge versus those that play to be with friends versus those that play to powergame and get the maximum experience in a given encounter. This leads to a complex form of a Bayesian Game with different types of players that interact within the factions themselves. There are also simple responses that would likely fall outside the assumptions of rationality in a game theoretic model, such as thinking a faction has cooler weapons or liking a group of people that play on a faction, that can significantly affect the balance of power and would be difficult to capture in a formal sense.

I have a group of friends who never played Planetside that I am already getting pumped up for PS2 with stories of epic glory from yesteryear. If they screw this up I will lose all of my nerd cred and may never recover.




Title: Re: Planetside 2
Post by: Slayerik on May 14, 2010, 11:36:27 AM
I think they should make it free to play, and any accounts logging over X hours gets 5-10 bucks off Planetside Next when it comes out. That gives incentive, raising the population to the levels needed for truly fun PS, and added interest to the new title. Everyone loves getting things on sale!


Title: Re: Planetside 2
Post by: Goumindong on May 15, 2010, 05:35:46 AM
I agree games should leverage the lessons learned from mechanism design in economics, but I can see how it could quickly devolve into a complex formulation with unforseen emergent behavior.
True, but.

1) I am willing to wager that unforseen emergent behavior will be less of a problem than systematic problems that could be seen. At least in this situation.

2) PvP games (and other essentially 0 sum games) suffer from those problems dealing with multiple player types less. Especially if you separate XP from combat.


Title: Re: Planetside 2
Post by: UnSub on May 15, 2010, 07:38:21 AM
I've been thinking on the topic of PvP being a zero sum game and come to the conclusion it doesn't work if it is. Mainly because there is always the option to quit, which is the last thing devs want players to do.


Title: Re: Planetside 2
Post by: Slayerik on May 18, 2010, 12:01:58 PM
http://planetside.station.sony.com/news_archive.vm?id=67984&section=News&month=current

Is this it? If so.... ZZZZZzzzzzzz


Title: Re: Planetside 2
Post by: LK on May 18, 2010, 12:12:11 PM
Of course it is.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 18, 2010, 12:17:28 PM
I knew, just KNEW they were going to use the god dam retarded black ops.

RETARDED.

No one like it the first time, except those picked to be black ops. Wake up Planetside team.

EDIT: Reading further, the count down timer has 11 more hours.


Title: Re: Planetside 2
Post by: Slayerik on May 18, 2010, 12:22:18 PM
Well they already had the code, thus cheap lame event!

Someone revive this when its f2p or Planetside Next actually has a future.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 18, 2010, 12:25:49 PM
Well they already had the code, thus cheap lame event!

Someone revive this when its f2p or Planetside Next actually has a future.

Black ops were introduced I think, what 3 years ago by now, maybe 4? No one liked them then, and just went to a different continent.


Who the hell enjoys playing VS people that have the health/stamina/armor of 5 people. Its like playing VS hackers.



"While I understand your concerns the fact is we are rather limited in what we're able to do so we don't exactly have the opportunity to switch the lattice around, adjust home continents, or bring back Old Oshur. We'll work within the boundaries that we have access to and have fun with it for sure. " -Raijinn


AKA: We have Zero developers on this title. None. That's what you get for not revamping the engine years ago. Even members of the community were able to change the god dam engine and assets. But you banned them.


Title: Re: Planetside 2
Post by: Sky on May 18, 2010, 12:37:35 PM
Is this it? If so.... ZZZZZzzzzzzz
http://planetside.station.sony.com/news_archive.vm?id=67981&section=News&month=current


Title: Re: Planetside 2
Post by: 01101010 on May 18, 2010, 12:57:48 PM
Well they already had the code, thus cheap lame event!

Someone revive this when its f2p or Planetside Next actually has a future.

Black ops were introduced I think, what 3 years ago by now, maybe 4? No one liked them then, and just went to a different continent.


Who the hell enjoys playing VS people that have the health/stamina/armor of 5 people. Its like playing VS hackers.


Godjoey?


Title: Re: Planetside 2
Post by: Mrbloodworth on May 18, 2010, 01:07:00 PM
Well they already had the code, thus cheap lame event!

Someone revive this when its f2p or Planetside Next actually has a future.

Black ops were introduced I think, what 3 years ago by now, maybe 4? No one liked them then, and just went to a different continent.


Who the hell enjoys playing VS people that have the health/stamina/armor of 5 people. Its like playing VS hackers.


Godjoey?

God lord pink baby Jesus. Why would you even... NVM.


Title: Re: Planetside 2
Post by: Sky on May 19, 2010, 06:34:10 AM
I'm sure it will be an amazing all-day event. On a Tuesday.

What's funny is the damage this did to their PR. People got excited, news posts were made, discussions started. What a perfect opportunity to actually do something, since people are actually interested in a PS2. Now they cried wolf and it's all the same old disappointment we've come to associate with what should have been one of the best MMO experiences, and should also have been a flagship of how to put the massive in mmo.

Inept.


Title: Re: Planetside 2
Post by: Slayerik on May 19, 2010, 07:26:33 AM
If they had half a brain they would have AT LEAST activated all accounts for 7 days for their 7 year Anniversary. Get people back, maybe get a few subs after. Make the event big!


Title: Re: Planetside 2
Post by: Modern Angel on May 19, 2010, 11:17:02 AM
I think I played Planetside once, ever, in 2005. Well past the glory days. *I* was excited by the announcement. I don't even know what this is.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 19, 2010, 11:26:38 AM
Black ops = "You'll have 1000 armor points, 500 stamina and regenerate stamina at twice normal." (http://www.youtube.com/watch?v=nKFpGzu5zVo)



Title: Re: Planetside 2
Post by: NowhereMan on May 19, 2010, 12:14:12 PM
That video was bad and they should feel bad. Additionally I don't even know why you'd think giving a few players a massive buff so they can pwn whoever they like would be a good idea. Best case scenario you get a load of catasses fighting each other, massacring normal players that get caught in the cross-fire and feeling awesome while everyone else quits until it's over.


Title: Re: Planetside 2
Post by: Slayerik on May 19, 2010, 12:17:20 PM
The best thing would be a game type they would throw into Subspace, called chase the rabbit I think it was. Basically, rabbits had super guns and bombs and showed up big and red on your map. If you scored the last hit on one, you became the rabbit and got to fuck people up.

These guys just basically wade around killing people? Over and over?


Title: Re: Planetside 2
Post by: 01101010 on May 19, 2010, 12:24:38 PM
What a shit announcement... Reminds me of my life: disappointing at every turn.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 19, 2010, 12:27:40 PM
The best thing would be a game type they would throw into Subspace, called chase the rabbit I think it was. Basically, rabbits had super guns and bombs and showed up big and red on your map. If you scored the last hit on one, you became the rabbit and got to fuck people up.

These guys just basically wade around killing people? Over and over?

Picked by GM's, yep.

Like I said, one of those is the equivalent to about 5 normal players. It was a retarded idea about 3 years ago when they made them, its still retarded. It is exactly like playing against hackers.

everyone else quits until it's over.

Thats what happens every time they do this event. Or, the rest of the player base floods one continent planet so they can't come in (good luck with that thees days) But IIRCC, they can drop from anywhere and drain bases.


Title: Re: Planetside 2
Post by: Sky on May 19, 2010, 12:42:18 PM
Oh, shit. That's bad. Why not give them wall and speed hacks while you're at it. Even if they gave away a free week resub, I wouldn't bother with garbage like that.

We should get a class action suit: gamers vs the PS dev team (such as it is).


Title: Re: Planetside 2
Post by: HaemishM on May 19, 2010, 01:43:01 PM
Yeah, can't say this is in any way a good idea for a game on basic life support. Such fail.


Title: Re: Planetside 2
Post by: Goumindong on May 19, 2010, 08:48:33 PM
Yeah, can't say this is in any way a good idea for a game
ftfy


Title: Re: Planetside 2
Post by: slog on May 20, 2010, 06:59:05 AM
Is this crap for planetside 2 or just the current version? 



Title: Re: Planetside 2
Post by: 01101010 on May 20, 2010, 07:01:23 AM
Time to let this thread die. I see it a part of me smiles and gets excited, then I click on the topic and watch as the reality-part of me gets the hatchet and mace and tears into that hopeful part.


Title: Re: Planetside 2
Post by: Ghambit on May 20, 2010, 07:47:02 PM
Well, who's up for making a PS emulator!?   :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2010, 10:14:14 AM
(http://screenshot.xfire.com/s/97728738-4.jpg)

I am sure that was fun for everyone attempting to take the generator.


Title: Re: Planetside 2
Post by: Dtrain on May 24, 2010, 12:19:00 PM
Oooook. At first I didn't want to get upset over this PS thing. It's a lame event, but so what, right? Then I saw that picture.

So you've got an event that takes some of the best players anyways. And you give them stuipid amounts of HP, armor and stamina. And then they all decide to camp one of the most easily defended areas in the game.

 :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :why_so_serious:


Title: Re: Planetside 2
Post by: Ghambit on May 24, 2010, 12:26:02 PM
Who cares.  They might as well have turned everyone into flaming humanoid poopsicles in this event and it still wouldnt matter unless they went F2P or had some other nifty design trick to re-invigorate the game.  Complaining about the content of the event itself is pointless; and would only truly matter if the game was at least somewhat popular.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2010, 01:00:05 PM
Oooook. At first I didn't want to get upset over this PS thing. It's a lame event, but so what, right? Then I saw that picture.

So you've got an event that takes some of the best players anyways. And you give them stuipid amounts of HP, armor and stamina. And then they all decide to camp one of the most easily defended areas in the game.

 :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :uhrr: :why_so_serious:

+ any weapon they want from any faction. look at the backs.


Title: Re: Planetside 2
Post by: Dtrain on May 24, 2010, 01:40:20 PM
+ any weapon they want from any faction. look at the backs.

Meh, I've pretty much got that already in my equipment locker.

Who cares.  They might as well have turned everyone into flaming humanoid poopsicles in this event and it still wouldnt matter unless they went F2P or had some other nifty design trick to re-invigorate the game.  Complaining about the content of the event itself is pointless; and would only truly matter if the game was at least somewhat popular.

It's just disapointing. Mostly because I really enjoyed this game once upon a time. This was the one game that SOE made between EQ and EQ2 that deserved to be more popular than it was. To see it used in such a way is a little disheartening. Basically it's like dead person porn.  :oh_i_see:


Title: Re: Planetside 2
Post by: Ghambit on May 24, 2010, 01:44:33 PM
Dead-person porn wherein both people are dead.  An event, but a non-event.  Now, zombie porn or resurrected dead-person porn, that's different.  Then the actual porn quality itself starts to matter.


Title: Re: Planetside 2
Post by: 01101010 on May 24, 2010, 06:43:12 PM
I'd say one of the best events was before the Bending when they spawned an artifact on the continents. That fucking rocked - cruising around with my skeleton outfit crew and ICP. I miss that... This one? no


Title: Re: Planetside 2
Post by: Brennik on May 25, 2010, 06:26:10 AM
And here I was looking at the picture and all I could muster was "Holy crap, Djinn still plays?"...


Title: Re: Planetside 2
Post by: Speedy Cerviche on December 10, 2010, 01:02:56 PM
March 2011?

http://www.escapistmagazine.com/news/view/105953-Sony-Online-Strongly-Hints-Planetside-Sequel-Coming-This-Spring

Not much in the article, just discussing the title "Planetside Next", Smedly saying Everquest II was a bad name, and how excited he is about Planetside Next.

Glad this is still alive.


Title: Re: Planetside 2
Post by: Malakili on December 10, 2010, 01:04:57 PM
March 2011?

http://www.escapistmagazine.com/news/view/105953-Sony-Online-Strongly-Hints-Planetside-Sequel-Coming-This-Spring

Not much in the article, just discussing the title "Planetside Next", Smedly saying Everquest II was a bad name, and how excited he is about Planetside Next.

Glad this is still alive.
:drill:


Title: Re: Planetside 2
Post by: CharlieMopps on December 10, 2010, 02:05:08 PM
They're releasing in a little over 3 months and we haven't heard about this yet? No beta? I call bullshit.


Title: Re: Planetside 2
Post by: Simond on December 10, 2010, 02:20:12 PM
I call SOE.


Title: Re: Planetside 2
Post by: 01101010 on December 10, 2010, 02:54:42 PM
They're releasing in a little over 3 months and we haven't heard about this yet? No beta? I call bullshit.

I concur. Release? Seriously... :facepalm:


Title: Re: Planetside 2
Post by: Speedy Cerviche on December 10, 2010, 05:26:16 PM
It never said it would be released in spring.

My guess is that's when they officially bust it out and begin marketing it?


Title: Re: Planetside 2
Post by: tmp on December 10, 2010, 07:29:00 PM
They're releasing in a little over 3 months and we haven't heard about this yet? No beta? I call bullshit.
Well, if they start hyping month in advance people bitch it's too soon. Maybe they're taking notes.  :why_so_serious:


Title: Re: Planetside 2
Post by: Malakili on December 10, 2010, 08:23:52 PM
Given that they are basically going to have no competition, I can safely say I'll play this unless its absolutely so riddled with bugs/crashes that it is literally unplayable.

Note: do not hold me to this.


Title: Re: Planetside 2
Post by: 01101010 on December 11, 2010, 06:32:15 AM
It never said it would be released in spring.

My guess is that's when they officially bust it out and begin marketing it?

Depends on what Smed means by "launch."

Quote
"We have a very big launch coming in the month of March," Smedley said. "It's a big first person shooter franchise that we're really happy with."
- from the article.

Launch the publicity machine? Dunno... launch to me in the gaming world means game release. *shrug*

And this better not be something about The Agency...I'll be pissed


Title: Re: Planetside 2
Post by: Jimbo on December 11, 2010, 12:27:42 PM
Unless they make a Battlefield Online or Call of Duty Online I'm thinking Planetside 2 is about the only hope for a large scale combined arms game.  I'm hoping Battlefield 3 isn't screwed up and comes out on time...hey I believe in Santa Claws too!


Title: Re: Planetside 2
Post by: UnSub on December 12, 2010, 06:23:46 PM
Planetside Agency, coming to you in Spring 2011 from SOE.  :grin:



Title: Re: Planetside 2
Post by: HaemishM on December 13, 2010, 01:21:06 PM
They're releasing in a little over 3 months and we haven't heard about this yet? No beta? I call bullshit.
Well, if they start hyping month in advance people bitch it's too soon. Maybe they're taking notes.  :why_so_serious:

If the DCUO beta is any indication, those notes are written in feces on the padded walls of a cell somewhere.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 07:03:06 AM
This better be good, and by that, I mean the game I have in my head.


Title: Re: Planetside 2
Post by: Shatter on December 14, 2010, 07:17:46 AM
This better be good, and by that, I mean the game I have in my head.

APB again?   :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 07:34:25 AM
This better be good, and by that, I mean the game I have in my head.

APB again?   :grin:

No, two different styles of games there.


Title: Re: Planetside 2
Post by: Ghambit on December 14, 2010, 07:54:57 AM
So, who's the designated f13 'press ganger' this time?


Title: Re: Planetside 2
Post by: Lantyssa on December 14, 2010, 08:11:25 AM
No, two different styles of games there.
It will still end in tears.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 08:13:02 AM
This whole thread has me wondering if anyone could invent a persistent FPS game sticky enough to fit a subscription model.  I just can't see how you could get players to stick around without offering achievements or advancement pathways that would rapidly imbalance any game mechanics.  


Title: Re: Planetside 2
Post by: Rasix on December 14, 2010, 08:23:25 AM
This whole thread has me wondering if anyone could invent a persistent FPS game sticky enough to fit a subscription model.  

Short answer: no.

Long answer: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!


Title: Re: Planetside 2
Post by: Malakili on December 14, 2010, 08:51:28 AM
This whole thread has me wondering if anyone could invent a persistent FPS game sticky enough to fit a subscription model.  I just can't see how you could get players to stick around without offering achievements or advancement pathways that would rapidly imbalance any game mechanics.  

WW2Online.

Edited to add: To clarify - A large persistent ongoing war, there are ranks to go up in army, navy and airforce (that allow you to access new kinds of things to spawn as, i.e. sniper).  This remainds balanced because there are a limited about of kinds of spawns in any given army that is stationed in a town. So there are say, 100 submachinegunners available, if you are high enough rank to use it, you can spawn in as one, when 100 people die playing as it, you are out of them until that area is reinforced with a new army or it respawns (7 hours after it dies it is replaenished I think?).  The campaigns reset when one side wins, with campaigns lasting from a few weeks to a couple months from my experience.

WW2O is clearly as much Sim as shooter, but I don't see why you couldn't apply more action oriented gameplay to a similar system.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 08:54:25 AM
WW2Online.

I should have added the word "successful" to my statement. 


Edit: I really enjoyed WWII Online, but it is a very small niche. 


Title: Re: Planetside 2
Post by: Malakili on December 14, 2010, 08:58:30 AM
WW2Online.

I should have added the word "successful" to my statement. 


Edit: I really enjoyed WWII Online, but it is a very small niche. 

I think the niche arises from the sim aspects more so than the overall structure.  Its hard to play, its unforgiving, and the pace is relatively slow compared to most shooters.  But like I think I said earlier, why wouldn't a game like this work with say, CoD pacing of combat?  Or even Battlefield Bad Company 2, to pick something slightly slower but with vehicles that more closely approximate WW2O.


Title: Re: Planetside 2
Post by: Ghambit on December 14, 2010, 09:02:52 AM
This whole thread has me wondering if anyone could invent a persistent FPS game sticky enough to fit a subscription model.  I just can't see how you could get players to stick around without offering achievements or advancement pathways that would rapidly imbalance any game mechanics.  

A well designed FPS with advancements never imbalances the game due to the simple fact that organized teamplay trumps all.  Go play 2142 or Arma on a tacticalgamer server or some such and see what I mean.  Gear imbalances only matter (much) in lone-wolf situations, which are contrary to the MMO (or most modern FPS's post doom/wolfenstein/quake) to begin with.  And only a dumbass brings a knife to a gunfight.  You lone-wolf against someone with a tac-nuke, you deserve to have a bit of 'game imbalance' shoved up your ass.  :awesome_for_real:

I feel your concern though.  The key to me is offering advancement that also doesnt have a direct effect on mechanics.  This usually ends up being some kind of strat. metagame or quasi-HQ situation wherein many times you're not even shooting your gun...  you're shifting men and materiel around, training officers, managing VOIP, etc.  In this sense, there needs to exist an officer corp along with 'ribbons' perhaps denoting individual achievement.

Above all this.  The game worlds themselves need to be large and compeling enough for one to even WANT to persist in the 1st place.  Having maps that can be rolled in a day are no fun unless theres some kind of overarching mechanic that it influences.

As for WW2O, it failed for one reason alone.  ONLY ONE MAP.


Title: Re: Planetside 2
Post by: Malakili on December 14, 2010, 09:06:23 AM


As for WW2O, it failed for one reason alone.  ONLY ONE MAP.

I disagree.  Sure, a pacific theatre that emphasizes the navy over the army would be neat, or east europe theatre that has snow rules in effect, blizzards, etc would be interesting, and so forth.  But if that game added those things the brutal learning curve and pretty slow pace would still drive a lot of people away.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 09:23:23 AM
The failing of most MMOFPS is the use of power progression and numbers. This is where Planetside was ahead of its time, and got it right.

Every item had utility. There was no +1. There should never be.  You do not make guns with numbers, you do not make items that have no utility (AKA Fireball, and fireball called something else but more powerful). Progression is in the number of available options at even given time or encounter. Not piling on more and more power. No headshots. Large "health pools" that allow for shootouts (Where APB went wrong, but GA is doing right).

Other combination's will fail.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 09:30:16 AM
The difficulty that I see being hardest to overcome is the love affair that MMO gamers have with the time = power paradigm.   Most people (including myself) will only ever be average at best when it comes to an FPS environment.  That will require some creativity to level the playing ground between most gamers and the elite few.  Otherwise these games devolve into nothing more than a shooting gallery for gamers with crazy FPS skills.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 09:32:49 AM
The difficulty that I see being hardest to overcome is the love affair that MMO gamers have with the time = power paradigm.   Most people (including myself) will only ever be average at best when it comes to an FPS environment.  That will require some creativity to level the playing ground between most gamers and the elite few.  Otherwise these games devolve into nothing more than a shooting gallery for gamers with crazy FPS skills.

Planetside had a huge support for those with lesser twitch skills (Engineering, Medic, driving, flying, Hacking, ADV hacking, Support vehicle). This was also key for much of the love for the title. Something else APB got wrong (it had one, driving).

The main point though, Utility, not ever increasing numbers.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 09:36:11 AM
Planetside had a huge support for those with lesser twitch skills. This was also key for much of the love for the title. Something else APB got wrong (it had one, driving).

It's like I played a completely different game.  I tried to like planetside for 2 months.  The problem I had with the game was that I was relegated to roles that I found neither fun nor interesting.  I also hated that I had to switch gear builds all the time.   Give me an inventory and let me manage it in real time. 


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 09:40:00 AM
Planetside had a huge support for those with lesser twitch skills. This was also key for much of the love for the title. Something else APB got wrong (it had one, driving).

It's like I played a completely different game.  I tried to like planetside for 2 months.  The problem I had with the game was that I was relegated to roles that I found neither fun nor interesting.  I also hated that I had to switch gear builds all the time.   Give me an inventory and let me manage it in real time. 

Why would you have to switch cert load outs all the time? Did you mostly PUG or something? Unless you mean gear load outs, ala Equipment terminals (where you could have 10 presets).

Limited equipment and limited certs are part of balancing the game. It was team based after all. (until the end)


Title: Re: Planetside 2
Post by: bhodi on December 14, 2010, 10:25:02 AM
A bunch of us led by Stephen Zepp (where did he go? I'd like to get his take on GG/Instant Action/Torque folding) played planetside for a few months. It was a ton of fun, though the game was already semi-dying at that point. It did a lot of things right. Mostly, though, it was who you played it with.

I want Planetside 2 so badly, but I suspect this won't be the grail I'm looking for.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 10:36:22 AM
Mostly, though, it was who you played it with.

Game designers need to repeat this 100 times. 

If you want to charge a subscription fee, you need to find fun and interesting ways of getting your players to want to play together.  My personal inclination in games is to avoid other people at all costs.  If they can create a mechanism to enhance my fun through positive reinforcement in cooperation, then they've won my $$$. 

Planetside, like other MMOs, encourages players to form elite warbands.  That makes for a really fun game if you already come to the game with a group of like-minded gamers.  If you're someone like me that will need to find a group to play with, the game becomes unfun in a hurry. 


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 10:42:02 AM
Well, thats kind of the nature of team based games.  Team based games are not ever really suitable for PUG or solo gameplay. Nothing needs to change there. With exception of, yes cooperation should be reinforced, and it was in Planetside.


Title: Re: Planetside 2
Post by: 01101010 on December 14, 2010, 10:43:48 AM
A bunch of us led by Stephen Zepp (where did he go? I'd like to get his take on GG/Instant Action/Torque folding) played planetside for a few months. It was a ton of fun, though the game was already semi-dying at that point. It did a lot of things right. Mostly, though, it was who you played it with.

I want Planetside 2 so badly, but I suspect this won't be the grail I'm looking for.

Stop thinking there is a grail to begin with. I doubt anyone on these boards can ever find it... Just chalices we will drink from and gauntlets we throw at people. But it IS nice to dream.

PS was insanely fun from beta till the first :uhrr: expansion.  It was starting to lose its grip before the dumb ass superman caverns came out, but it still was the only game I was loading up at the time. ...and that was even with the imbalanced stuff (f-n-f Stryker, AI pounder max  :ye_gods:, surge-ile jackhammers w/triple shot, Magmowers, etc).

I give SOE some leeway here since they have PS's life history to draw from. Not that they won't find a way to fuck that up... but that is to be determined. Inevitable? Probably.


Title: Re: Planetside 2
Post by: Ghambit on December 14, 2010, 10:55:03 AM
My lil' bro's 1st foray into the world of MMOs was PS.  He was one of those people who didnt have 'like-minded' gamers to play with.  He just logged on and proceeded to find a worthy squad to join up with.  He did, and they so happened to be ridiculously elite wherein he wasnt, but given time and some training from them he became so (regardless of gear or rank).  To this day, it's still the best gaming experience he ever had.  This, to me, is the essence of what a non-sandbox FPS MMO should be.

And realize this, PS's only real failure was having to compete in the new burgeoning Diku-MMO renaissance.   There wasnt a chance in hell it'd hold subs against SWG and WoW.  I lost my whole fucking Clan to SWG.  A high lvl commander with literally nothing to do, let alone anything to shoot at.  So I /ragequitted like everyone else and never came back 'cept to peak in now and then.

This time, there isnt much to compete against once they release 'cept for Rifts.   :uhrr:
(rinse, wash, repeat is repetitious)


Title: Re: Planetside 2
Post by: Surlyboi on December 14, 2010, 11:04:32 AM
Well, thats kind of the nature of team based games.  Team based games are not ever really suitable for PUG or solo gameplay. Nothing needs to change there. With exception of, yes cooperation should be reinforced, and it was in Planetside.

That's the thing though, me and the then missus played as a sniper/spotter duo for a long time and when we didn't play with each other, we tended to solo as that lone harasser that roamed around the hills popping your CE shit and hacking your towers. We still had a blast. PS catered to a lot of different playstyles. We were't fucking TRX, but we were still a force that could draw out an entire squad at times and put them down.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 11:09:09 AM
I didn't say it was impossible, I guess it depends on your expectations and personal skill level.

I agree, and was trying to point this out before, PS catered to many many play styles. Had something for everyone. It was brilliant in this regard. Even in my outfit, I ran with a small subset in a marauder. We killed biffers and ran stick and move assault. our certs complemented each other, and we had spare gear in the trunk as well as shields and cloaks. In this way we assisted the commander (for that evening) goal.

Was good times.

Speaking of, I really hope this new version has a command structure.



Title: Re: Planetside 2
Post by: Surlyboi on December 14, 2010, 11:23:50 AM
Jesus, you've thought a lot about that, haven't you, Sir Bruceworth?  :drill:


Title: Re: Planetside 2
Post by: Ghambit on December 14, 2010, 11:31:54 AM
Where the hell did you get that flowchart?


Title: Re: Planetside 2
Post by: shiznitz on December 14, 2010, 11:56:16 AM
I am not a hardcore FPS person at all and I had lots of fun when I played PS with an organized group. I think there is a market for this and with the MMO market now stratified into WoW and everything else, a tightly budgeted game should be able to make money at 100,000 subs.  The one thing it has to have is a way for the game world to change.  Structural and geographic stasis led to tactical repetition in PS.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 11:59:54 AM
Where the hell did you get that flowchart??????

Iv posted this all before.

http://www.planetside-idealab.com/index.shtml

That is years worth of player base designs and additions that were never used SOME were used, but not enough mostly due tot he way the engine and game were originally crafted.


Title: Re: Planetside 2
Post by: Sky on December 14, 2010, 12:08:18 PM
One thing I loved in PS, much like bf1942: roleplaying.

In bf1942 it was straight crazy taxi. Pull up behind the lines near a spawn and start beeping the horn until someone jumped in, drive them to the front lines.

In PS, I tended more toward Bubba's ATV Adventure, just riding a four-wheeler around the battlefield like a redneck on crank; shoot, don't shoot, who cares. Jumps!

Also, hours and hours of playing Inf vs Inf.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 12:19:53 PM
Also, hours and hours of playing Inf vs Inf.

This is what I want.  Infantry battles.  None of that tank/mech/ship/plane shit.  Lengthy and strategic ground wars.  I loved the maps in BF1942 that limited tank and plane contact as territory was decided by the better infantry tacticians. 

I also want rainbow unicorns and flying bigfoots. 

 


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 12:21:14 PM
He meant infiltrator. (quite sure)

There were lots of infantry battles. Technically thats what the caves were, urban combat. It was just too alien and added way to much to the landmass.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 12:24:29 PM
There were lots of infantry battles. Technically thats what the caves were, urban combat. It was just too alien and added way to much to the landmass.

I hated the caves.  I'm not exactly sure why.  I always felt like I was just running around in there without any purpose.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 12:26:00 PM
There were lots of infantry battles. Technically thats what the caves were, urban combat. It was just too alien and added way to much to the landmass.

I hated the caves.  I'm not exactly sure why.  I always felt like I was just running around in there without any purpose.

The zip lines, and the vertical nature of the map did that. like i said, Technically urban combat, just WAY to alien for us humans.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 12:28:20 PM
Thinking about it more, I think the reason why PS never appealed to me was that I never felt like my actions had any impact on the world or the battle.  From a reality standpoint, this makes sense as each individual soldier is just a pawn.  From a gaming perspective, it left me cold and uninterested in logging on.  

The last few weeks that I played were just mostly to bs with the other people in ventrilo.  DAoC kept me much more interested and engaged in the pvp war between factions.


Title: Re: Planetside 2
Post by: Sky on December 14, 2010, 12:29:09 PM
Infiltrator vs Infiltrator. Like spy vs spy. Two infs, trying to track down each other's supply line, tackle towers and disrupt the other's placements. Lots of fun.

I don't care about impact, it's all illusory anyway. I get into it for the cool situations, part of why I like three factions, so you get that chaos factor thrown in. Being at a stalemate over a piece of land, trying to outflank each other or try a new tactic and BLAM in rolls the third faction.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 12:31:45 PM
Thinking about it more, I think the reason why PS never appealed to me was that I never felt like my actions had any impact on the world or the battle.  From a reality standpoint, this makes sense as each individual soldier is just a pawn.  From a gaming perspective, it left me cold and uninterested in logging on.  

The last few weeks that I played were just mostly to bs with the other people in ventrilo.  DAoC kept me much more interested and engaged in the pvp war between factions.

I can definitely understand that. But, from what I have read from you in the past, you had a rather stable, stable of people in DAOC.

Wanted to say in the last post, I was never really a fan of the caves, I did like the mods and guns however. Just not the caves themselves.


Title: Re: Planetside 2
Post by: Nebu on December 14, 2010, 12:37:12 PM
But, from what I have read from you in the past, you had a rather stable, stable of people in DAOC.

Fair point. 

More often than not it's the people that make the game fun.  Broken people with broken toys is indeed a very apt comment (stolen from another thread).  My fondest MMO memories have far more to do with human interaction than they do with the games.  It's really a matter of the game allowing the people to create those moments.  Something which may be lost as games become more linear in nature. 


Title: Re: Planetside 2
Post by: slog on December 14, 2010, 01:05:01 PM
Well I'm sure Sony-Verant-whatever will have learned their lessons from the original.  Much like EQ2 was superior and more of a success then EQ, PlanetSide 2 Next will be a better game at launch and more successful.




Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 01:05:54 PM
Well I'm sure Sony-Verant-whatever will have learned their lessons from the original. 


Ahahahahahahaha.

Good one!  :grin:



Title: Re: Planetside 2
Post by: slog on December 14, 2010, 01:13:45 PM
Well I'm sure Sony-Verant-whatever will have learned their lessons from the original. 


Ahahahahahahaha.

Good one!  :grin:



In all seriousness, I read the article on MMOGAMER and I got the impression that the main lesson that Smedley learned from EQ2 is not to call mmo sequels GAME2, so he changed the name to "Planetside: Next".

As much as I want to like this game, if that's all he learned then ....



Title: Re: Planetside 2
Post by: Speedy Cerviche on December 14, 2010, 01:24:32 PM
My problem with PS was that it wasn't very sophisticated as a FPS. At the time I remember being heavily into BF1942 and PS just did not hold up well in comparison in just about every area.

Movement and physics felt clunky & limited, only 1 hitbox on people & vehicles, hit detection was this weirdass client side system (lagger/hacker dream), terrain was boring and generic, so were the base objectives, even the weapons & explosions were mostly dull.

Why pay 15$ per month when I could get better FPS gameplay for free? 64 player BF1942 servers were massive enough, you had tank columns colliding, bombers raining death, urban ruin battles, artillery, amphibious assaults with naval support, with planes dogfighting all over the map above you, all happening all over the same map.

I loved the concept of PS but execution-wise the whole thing was amateur hour. From the FPS mechanical aspects being fairly primitive & boring compared to genre leading games, to the MMO aspects being lacking, updates slowly forthcoming, & barely justifying the subscription. Then moving on we find out that the whole world was basically hardcoded, making it extremely difficult to patch anything to fix and refresh things which really needed updates.

I'm glad the whole thing has a champion backing it at SOE who wants to give it another go, hopefully they can learn from previous mistakes.


Title: Re: Planetside 2
Post by: UnsGub on December 14, 2010, 01:33:49 PM
If Planetside Next just starts off with the same features but built so they can change and add to like any other current MMO it will work.

Mixing up the maps\content is going to be key to longevity for me.  Four base layouts are fine to start with but remove\change\add a few every month will slow down my typical burnout.

Many roles are something I expect them to continue with.  Half the original ones were beyond my skills but I found three or four I was ok at and could rotate through.  The more one can do in more the places the better as long as the population funnels work.


Title: Re: Planetside 2
Post by: 01101010 on December 14, 2010, 01:58:17 PM
My problem with PS was that it wasn't very sophisticated as a FPS. At the time I remember being heavily into BF1942 and PS just did not hold up well in comparison in just about every area.

Movement and physics felt clunky & limited, only 1 hitbox on people & vehicles, hit detection was this weirdass client side system (lagger/hacker dream), terrain was boring and generic, so were the base objectives, even the weapons & explosions were mostly dull.

Why pay 15$ per month when I could get better FPS gameplay for free? 64 player BF1942 servers were massive enough, you had tank columns colliding, bombers raining death, urban ruin battles, artillery, amphibious assaults with naval support, with planes dogfighting all over the map above you, all happening all over the same map.

I loved the concept of PS but execution-wise the whole thing was amateur hour. From the FPS mechanical aspects being fairly primitive & boring compared to genre leading games, to the MMO aspects being lacking, updates slowly forthcoming, & barely justifying the subscription. Then moving on we find out that the whole world was basically hardcoded, making it extremely difficult to patch anything to fix and refresh things which really needed updates.

I'm glad the whole thing has a champion backing it at SOE who wants to give it another go, hopefully they can learn from previous mistakes.


I was informed a lot of the "clunkiness" and same-style of bases and terrain had to do with the scale the game was going for. Same with the client-side hit detection. Back then, there just wasn't the computing power to pull off those massive battles with infantry, vehicles, air support, etc without sacrificing a lot. I could cope with the simplistic graphics and "shooterness" of PS given I was a soldier trying to help my army take over continent after continent while keeping our own home continents under our control. That was enough impetus to keep me playing and poopsocking it all summer when PS was released. It really was not about leveling up or unlocking more certs for me. There was just a general sense of global domination on a team/army scale.

...and for some reason, the battles that always stand out in my memory were the ones that took HOURS to fight. Gunuku started as a simple hack and flip which erupted into a massive NC/TR battle complete with everything you can think of, which then lead to the VS taking bases behind both factions resulting in a final 3way at Gunuku with NC having the base and TR and VS each having its own tower. ANT runs and stopping them were insane... just a full day of fun. Haven't had that type of experience in a game since...


Title: Re: Planetside 2
Post by: tazelbain on December 14, 2010, 02:29:23 PM
1) no sub.
2) massive differences in play style between the sides.
3) more options for bad fpsers to contribute.
4) certs and equipment layouts merged, Eve's power grid vs CPU model would work well here


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 03:18:10 PM

2) massive differences in play style between the sides.

4) certs and equipment layouts merged, Eve's power grid vs CPU model would work well here

I can't agree with this. There was nothing wrong with the cert system, or innovatory system (that was attached to armor type if you recall, also affected speed, and gun load out slots, and vehicle limitations). I also absolutely hate "Kits". Mixing and matching what YOU want was one of the greatest things about plantside.

Considering I bet most that complain about equipment space never used trunks, or all the manners you can ship/store/gain equipment in the field. That and you would be removing a big chunk of utility from hacking.

Certs (like skill load outs in games like GW) are necessary for the team aspect, and game balance. The game never needed Rambos or jack of alls (See black ops fiasco). They are the basis of allowing ever expanding content, while leaving it being temped and not falling into the power progression pitfall. As far as the power grid CPU system, why? Certs make so much more sense when you are talking about soldiers and do the same thing in essence.

For the most part, the design and systems of PS classic was a close to perfect as one can get. What it needed, was modern graphics, more solid net code, and a more manageable pipeline to add new content regularly. IMO. It died not because of any flawed systems, it died because it stagnated, EARLY.

As for difference. Massive? I don't think so, Meaningful and distinct differences, yes. I rather liked what they had.

I'm likely horribly biased.


Title: Re: Planetside 2
Post by: tazelbain on December 14, 2010, 03:45:27 PM
I agree that you needs restrictions to prevent FPS version of tankmages.  I just think you could achieve the same thing without having the certs and more sophisticated Equipement system.  I cite EvE because it differentiated roles without requiring you forget the skills allowing you to do the other roles.

I don't see how you response is related to #2.  I thinking like how Tremulous, Natural Selection, Starcaft have side substantially diffident.  Maybe a less obvious example would LoL.  Where you really need to adjust equipment and strategy based on who you opposition is.  This sort of variety will keep the game fresh longer.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2010, 03:51:02 PM
Ah, I get what you mean about certs now.  My response to number two was basically saying i thought what they had was enough. As for fresh, I think if they had been able to continue to add things at all, that would have followed the faction rules would have accomplished that. "Massive" differences just sounded way to much I guess. There were already some great differences, mostly in the VS though.

Speedy Cerviche:  Planetside was really quite complicated, its complication was in utility or real effects. Not numbers like other games. Vastly more complicated than BF1942 or other games of its time. From the tech used to the rule sets and game mechanics.

just because I love linking it, and I think it embodies what planetside was about. (http://www.youtube.com/watch?v=B8GJUfhyLCA)


Title: Re: Planetside 2
Post by: Ratman_tf on December 21, 2010, 10:53:05 AM
just because I love linking it, and I think it embodies what planetside was about. (http://www.youtube.com/watch?v=B8GJUfhyLCA)

Asshole.  :awesome_for_real: I wish I could have captured Planetside Shortly After Release, in a magic bottle, and be able to play it again today.


Title: Re: Planetside 2
Post by: Ghambit on December 21, 2010, 11:05:37 AM
just because I love linking it, and I think it embodies what planetside was about. (http://www.youtube.com/watch?v=B8GJUfhyLCA)

Asshole.  :awesome_for_real: I wish I could have captured Planetside Shortly After Release, in a magic bottle, and be able to play it again today.

Back then, I wish I could capture EVERY MMO shortly after release and be able to play it again.
All such magical moments of late have been lost.   :heartbreak:


Title: Re: Planetside 2
Post by: Mrbloodworth on December 21, 2010, 11:15:39 AM
Asshole. 

 :grin:


Title: Re: Planetside 2
Post by: shiznitz on December 21, 2010, 11:53:36 AM
That goddamn expansion screwed it.


Title: Re: Planetside 2
Post by: 01101010 on December 21, 2010, 08:49:34 PM
I blame the LLU bullshit for starting the death roll. Lattice, ok. Run blinky run...not so much.


Title: Re: Planetside 2
Post by: Ghambit on December 21, 2010, 09:37:49 PM
That goddamn expansion screwed it.

The xpac had nothing to do with it.  It was the typical nouveau-MMO whack-a-mole A.D.D. that killed it.  Too many titles trying to share too small a niche back then.
You could say the xpac screwed it for the hardcore types, but that's as far as you could go with that argument... and by then, the playerbase was so /crickets that it didnt really matter anyways.


Title: Re: Planetside 2
Post by: Ratman_tf on December 22, 2010, 12:48:53 AM
The xpac had nothing to do with it. 

It certainly didn't help. In hindsight, I think more support for Outfits was the direction they should have gone. Terminals and billboards at home base that allowed you to track the achievements and exploits of Outfits kinda stuff.


Title: Re: Planetside 2
Post by: shiznitz on December 22, 2010, 10:09:38 AM
I blame the LLU bullshit for starting the death roll. Lattice, ok. Run blinky run...not so much.

I liked the LLU variety, actually. 

Quote
You could say the xpac screwed it for the hardcore types, but that's as far as you could go with that argument... and by then, the playerbase was so /crickets that it didnt really matter anyways.

I was not a hardcore type and I played regularly as a random squaddie until the expansion. The caves were much harder on PUGs and sucked population from the surface battles just as the game population started to decline for many reasons.

SOE would have been better served forcing everyone to upgrade the game engine to support a changeable world map and focus on Outfit stuff as Ratman said.  I wish there had been a way to actually look at the action from a bird's eye view from home base in real time.  It was a high tech world yet the only good recon required actually deploying.

I loved the combat mechanics which gave poor FPS players like myself a chance to compete, but still allowed really good FPS guys to excel. All three sides were excellently balanced as evidenced by the constant complaining from everyone about everyone else.

Oh well.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 22, 2010, 10:16:25 AM
I also enjoyed the LLU stuff. Perhaps just not the caves. Game needed more logistics.


Title: Re: Planetside 2
Post by: LK on December 22, 2010, 10:42:32 AM
Game needs a lot more than that. Game needs soldiers to follow orders. Military command structure & player freedom in a game are in direct opposition to each other. The side that follows order is the side that's most likely to win... but is that side having fun? This, I think, is the central problem of the game. It never reconciled that basic issue.

I think players went in expecting to blow shit up and realized that isn't the best way to play the game. They came in for fun, not competition.


Title: Re: Planetside 2
Post by: Nebu on December 22, 2010, 10:59:23 AM
Game needs a lot more than that. Game needs soldiers to follow orders. Military command structure & player freedom in a game are in direct opposition to each other. The side that follows order is the side that's most likely to win... but is that side having fun? This, I think, is the central problem of the game. It never reconciled that basic issue.

I think players went in expecting to blow shit up and realized that isn't the best way to play the game. They came in for fun, not competition.

You hit on part of what the game missed for me.  Players are willing to put up with less gameplay fun if they win strategic victories.  The problem that I saw was that you would give up personal freedom and fun for a battle victory only to find out that the victory was pretty meaningless. 

I think that the key to making a game like this worthy of a subscription fee is in making the game fun in both the short and the long term.  The difficulty then comes in how do you create long-term fun that isn't also terribly unbalancing.  Herein lies the problem that has plagued pvp MMOs.


Title: Re: Planetside 2
Post by: kildorn on December 24, 2010, 08:30:52 PM
Following orders versus just dicking around and short term victories pretty much describes the issues with any non deathmatch FPS.

Planetside just had larger teams and a longer round than a Battlefield server, but the "gamers have little reason to obey some dude they've never met before" aspect remains the same.


Title: Re: Planetside 2
Post by: 01101010 on December 25, 2010, 06:10:52 AM
Following orders versus just dicking around and short term victories pretty much describes the issues with any non deathmatch FPS.

Planetside just had larger teams and a longer round than a Battlefield server, but the "gamers have little reason to obey some dude they've never met before" aspect remains the same.

Very true unless ou are in a guild/outfit with people you chat with via Voice Programs. I for one hated leading anything in any organized FPS game I have played. I am much more a "take orders" kinda guy and was happy to do it. But there are a ton of console players that are hardwired into their 10-15 minute fights in which they are all alone on a team. These are the people that tend to get shredded in the game by teams that actually organize - and they are also the people that bitch the most on the forums, IMHO of course.


Title: Re: Planetside 2
Post by: Nebu on December 25, 2010, 08:37:43 AM
Very true unless ou are in a guild/outfit with people you chat with via Voice Programs. I for one hated leading anything in any organized FPS game I have played. I am much more a "take orders" kinda guy and was happy to do it. But there are a ton of console players that are hardwired into their 10-15 minute fights in which they are all alone on a team. These are the people that tend to get shredded in the game by teams that actually organize - and they are also the people that bitch the most on the forums, IMHO of course.

While this is very true, the monthly sub from the solo console gamers still counts the same in the coffers.  You need to find a middle ground to appease both crowds if you want to keep your game alive.  Wolves need sheep and all that stuff. 

PS catered to the guild/team crowd and couldn't garner enough regular subs to be successful.  PS2 needs to adapt to this or it will suffer the same fate.  No matter how pretty the game is, there are just too many other options out there for FPS gamers.  PS2 will have to satisfy not only the hardcore niche that they have already attracted, but also bring in some fresh blood.  If they fail, PS2 will suffer an identical fate.


Title: Re: Planetside 2
Post by: Dark_MadMax on December 25, 2010, 11:26:02 AM
More accountability  , f2p and more fluid gameplay and I bet PS2 (heck even PS1) would be a smashing hit . Look at WoT - it makes good money ,being released only in russia so far,  action multiplayer game, with f2p model.

Imagine if PS was made on same scale but  with polish of WoT and F2P model. I just dont see how it wont work. Surely it wont reach WoW numbers ,but it would definitely will have its audience.


Title: Re: Planetside 2
Post by: LK on December 25, 2010, 07:32:27 PM
Compelling single player aspect where completion of missions contributes to persistent war effort. Unfortunately, the amount of content necessary given the fast pace of an FPS to satisfy a solo player must be extreme. If it takes you 30 seconds - 1 minute to kill a mob but only < 5 seconds in a FPS...

Here's the thing: an MMO game needs to stand on its own and satisfy ONE player to have a solid core with which to prosper. Moreover, players want to login and have a minimum expectation of the experience. If they login to find their side handicapped and being shat on... that's not going to rally them, they are just going to stop playing.

The game is *made* for competitive people loyal to a cause, their outfit, and with the fighting ability and structure to pull off short-term and long-term victories. That's a very, very small segment of the gaming population. For the rest, you have no time to make friends except in the heat of battle, and your usefulness and the reason people might recruit you is only equal to your ability to perform, so socializers are DOA. Achievers have the achievements but they will be beaten down by battlefield losses (which are always prolonged sieges in my experience because of how much of a bitch it was to take down a base with "respawning".) if there's no competitive fight to them. Explorers have *nothing* to check out. Most of the battlefield between bases is dead space.

The game got what it was designed for. That doesn't mean it's going to be a financial success. A sequel needs to be vastly different to its predecessor to enjoy any high-scale level of success. Otherwise it needs to be built as, and exploited to the fullest, a niche game.

Free to Play, I agree, would be a necessary component if they keep on like this. If they want to churn out large quantities of content, they need subscription. I don't understand "more accountability."


Title: Re: Planetside 2
Post by: 01101010 on December 26, 2010, 03:59:59 AM

While this is very true, the monthly sub from the solo console gamers still counts the same in the coffers.  You need to find a middle ground to appease both crowds if you want to keep your game alive.  Wolves need sheep and all that stuff. 

PS catered to the guild/team crowd and couldn't garner enough regular subs to be successful.  PS2 needs to adapt to this or it will suffer the same fate.  No matter how pretty the game is, there are just too many other options out there for FPS gamers.  PS2 will have to satisfy not only the hardcore niche that they have already attracted, but also bring in some fresh blood.  If they fail, PS2 will suffer an identical fate.

Oh I agree with ya on this. It sorta worked in PS in that the lone wolves were always the ones to go blazing ahead and provide the distraction, albeit inadvertently, for organized squads to roll in or flank or do something other than a frontal assault. Those ramboes got their fill of kills and deaths unless a squad was organized to defend...then they were just fodder. I do recall my outfit assimilated a few of the lone wolves when they saw how things actually worked. So those people and guilds/clans/outfits can coexist and function. Retention is an issue for everyone, but more so for the wolves given their shelf life is shorter in games like PS. Outifts can help retain some of those, but the game should have a cushion to keep the others around a little longer.


Title: Re: Planetside 2
Post by: Slayerik on December 27, 2010, 06:59:27 AM
What about allowing outfits to be open? When someone creates a character, at the end of the process they are given a list of open outfits (sortable by player numbers) with a short description. You can choose to decline, pick one, or click RANDOM. Seems like it would be a decent way to get people at least in a (bad) group.


Title: Re: Planetside 2
Post by: Malakili on December 27, 2010, 08:29:35 AM
In world war 2 online you can do basically just that (minus the random part).  If you set your squad recruitment up, it'll show people without a squad what squads are looking for people when they sign onto the game.  Of course, you can just close it if you don't want to join any, but I think it probably helps.


Title: Re: Planetside 2
Post by: KallDrexx on December 27, 2010, 09:55:36 AM
In all seriousness, I read the article on MMOGAMER and I got the impression that the main lesson that Smedley learned from EQ2 is not to call mmo sequels GAME2, so he changed the name to "Planetside: Next".

As much as I want to like this game, if that's all he learned then ....

That sounds pretty sound to me.  EQ1 was hugely successful, so making an EQ2 that varied a lot from the mechanics of EQ1 was a mistake, because EQ1 players went in thinking it was the same as EQ2 when it really was an entirely different MMO (lore-aside).

In contrast Planetside wasn't largely successful, but even so the mechanics of a PlanetSide sequel won't be that much different than the original.  The differences will mostly come in a macro way (e.g. the FPS mechanics, skill system, and vehicles will probably be quite similar). 

People going into the PS sequel will be able to come in with expectations of how the game will play, where as people going from EQ1 to EQ2 had to totally change their expectations because the games differed so much.


Title: Re: Planetside 2
Post by: LK on December 27, 2010, 04:03:00 PM
If your game needs other people (players) to show others why it is fun or how to play, then you've failed in your role as a game developer and will only see the hardcore, niche players with new talent being left to their own devices as only a few mentors are available to train the masses.

Why would established players give any kind of a shit to take a random under their wing and show them the ropes? You'd need to create massive incentives, and even then, you're relying on players to not fuck it up and be GOOD teachers, and the ransoms to take their role seriously and put in the required effort to succeed.

It's the game's job to be a good teacher! If you as the developer can't interest people in your product from the get go... you designed it wrong!


Title: Re: Planetside 2
Post by: Malakili on December 27, 2010, 04:15:29 PM
If your game needs other people (players) to show others why it is fun or how to play, then you've failed in your role as a game developer and will only see the hardcore, niche players with new talent being left to their own devices as only a few mentors are available to train the masses.

Why would established players give any kind of a shit to take a random under their wing and show them the ropes? You'd need to create massive incentives, and even then, you're relying on players to not fuck it up and be GOOD teachers, and the ransoms to take their role seriously and put in the required effort to succeed.

It's the game's job to be a good teacher! If you as the developer can't interest people in your product from the get go... you designed it wrong!


The trick is to make your game accessible enough that its easy to get hooked on, and hard enough that you don't get bored with it after a month.  Thats been my problem most games I've played lately.  Even if they are great to start with, they just don't seem to go anywhere.   If there is a reason, despite my occasional rant, why I just can't put Starcraft 2 down, its because its constantly evolving and changing and I am constantly challenged by it.  Of course, a game like SC2 at least has a ladder, so not everyone is playing together off the bat. 

Doesn't mean it needs to require other players to show you how to play, but let me put it another way - any game I've played long term, I've pretty quickly ended up turning to other players to learn how to play better, in everything from Counter-Strike (original) to Starcraft 2 to WoW, to EVE, to WW2O. 


Title: Re: Planetside 2
Post by: LK on December 27, 2010, 04:27:06 PM
That's a natural desire in trying to get better: seeking objective opinion or another's perspective to compare against your own. That's a compeitive trait though.  Most people have an unrealistic impression of their ability and aren't honest with themselves to seek help or listen to it if they find it. Players not having fun and getting curbstomped won't care to learn and will just move onto something more fun that eases them in better.

When someone logs into the game, it's for them and their buds and nobody else. There is no recruitment and socialization aspect in game. An outfit leader would need to make an effort to train new recruits, but most would rather poach the players that are good and have proven themselves by actually succeeding at what they are doing.

My opinion of most Outfits / Guilds is that they aren't organizations like the military that takes anyone and trains them up, but sports teams that recruits and invests in top talent. You still need to design the game that people at all skill levels can participate... but those at a higher level need to face similar opposition.

WoW succeeds because you can train on your own, socialize on your own, and learn on your own and succeed. Planetside can tea h you the wrong lessons when you're on your own and doesn't have the environment to train and encourage new recruits. It is literally a "die enough times and you'll figure it out because hey you can't die anyway." Like giving a new 18-year-old recruit a gun and telling him to go fight.

War isn't fair. *Good games are.* Planetside and games like it aren't destined to last.


Title: Re: Planetside 2
Post by: Malakili on December 27, 2010, 04:51:25 PM


War isn't fair. *Good games are.* Planetside and games like it aren't destined to last.

Well, I look at something like World War 2 Online (which is my favorite MMOFPS to date, though I must admit, its towards the sim side, so its arguably a slightly different genre), and it feels very fair.   Granted, there are systems in place that help it be fair, but there is still a pretty huge difference between someone who knows what they are doing and someone who doesn't and there is also almost no difference in available "gear."

Quote from: Lorekeep
My opinion of most Outfits / Guilds is that they aren't organizations like the military that takes anyone and trains them up, but sports teams that recruits and invests in top talent. You still need to design the game that people at all skill levels can participate... but those at a higher level need to face similar opposition.

Thats a very accurate analogy I think, but I also think that there is much more willingness to "train" new but dedicated players in an MMO atmosphere than in say, a competitive FPS atmosphere.  In a 6v6 TF2 league, you can't carry dead weight with you, but its a lot easier to bring an extra guy to the fight in an MMO.


Title: Re: Planetside 2
Post by: Lantyssa on December 27, 2010, 05:24:36 PM
Planetside is also hideously overpriced for what you get.  $5 a month is pushing it.  $15 is insane.


Title: Re: Planetside 2
Post by: bhodi on December 27, 2010, 06:17:57 PM
WoW succeeds because you can train on your own, socialize on your own, and learn on your own and succeed. Planetside can tea h you the wrong lessons when you're on your own and doesn't have the environment to train and encourage new recruits. It is literally a "die enough times and you'll figure it out because hey you can't die anyway." Like giving a new 18-year-old recruit a gun and telling him to go fight.

War isn't fair. *Good games are.* Planetside and games like it aren't destined to last.
There are artificial barriers and aids you can put in place that mitigate some of it. You can put in aids to 'herd the cats', like planetside attempted to do with it's command channel, and natural selection did with assigning groups and waypoints. You can also put in artificial walls that protect new people, like WoW does.

Really, the difference between organized squads/clans/whatever and random people is just that - organization. In general, it doesn't matter how good you are if you're significantly outnumbered, it's simply a logistical problem to solve in the game's development. There's plenty of room to create systems that channel the 'pickup' crowd.

And, as for the "unfair/unbalanced games aren't meant to last"? I think all the call of duty games have about 10 million reasons why that statement is wrong.


Title: Re: Planetside 2
Post by: Ratama on December 27, 2010, 11:19:07 PM
Quote
10 million reasons why that statement is wrong.
This.

'Unfair' PvP games still do fine as long as they're fun; where MMO devs fuck up is removing the fun to try to make them more fair.  Then the Fail/Quits/Firings happen.  I can't remember if it was a sub or preorder of PS that I cancelled, but myself and three friends did just that when they nerfed Magmowing.


Title: Re: Planetside 2
Post by: LK on December 27, 2010, 11:25:55 PM
Quote
10 million reasons why that statement is wrong.
This.

'Unfair' PvP games still do fine as long as they're fun; where MMO devs fuck up is removing the fun to try to make them more fair.  Then the Fail/Quits/Firings happen.  I can't remember if it was a sub or preorder of PS that I cancelled, but myself and three friends did just that when they nerfed Magmowing.

You're taking a statement I made about a specific genre of game (persistant open-world war games) and applying it to instanced, loosely balanced, fast and fun non-persistent online multiplayer.

Call of Duty is a horrific example to show as a counter to my statement. Call of Duty, ideally, starts with the same number of people on each side in a neutral balance of power and wraps up the sessions in a period < 10 minutes per match. If things get "unfair" (one side dominates), you won't be in that situation for long, or can go find another lobby. The game tries to match you against similarly skilled people. There is an element of randomness that no good matchmaking system will ever be able to account for, especially in a team-based game, but CoD does its damnedest. It makes more of an attempt at fairness than Planetside ever could. When I say good games are fair, I'm not just talking about balance of the mechanics.

I would ask what your definition of "fine" is.

Also: if only one side is having fun because they are winning, is that the fault of the losers for not being better, or the developers for not giving the losers a heads-up / entertaining experience as well? (Team Fortress 2 huge example, CoD Kill Cams as well) PvP games where only the winners have a good time because they are winning (maybe because they're beating the shit out of the losers instead of facing actual, real competition?) are also eventually going to bleed players until only the most skilled are left unless they do something else to counteract the bleed or give the losers something for their trouble.

Losers are paying customers too. It's in a developer's best interest to help them because there'll be far more of them than winners.


Title: Re: Planetside 2
Post by: Ratama on December 28, 2010, 01:16:40 AM
Maybe I shouldn't have quoted what I did; I agree that the popularity of certain unbalanced games/maps/levels/etc does indicate that 'fairness' isn't the end-all/be-all of PvP games, regardless of genre, but mainly I was trying to say that persistant team-based MMOs like Planetside *can* be sustainable, even if unfair.

Planetside didn't fail because of uneven teams; Planetside failed, at least for myself and my friends/family that tried it, because it played like watered-down shit, and was steadily being worsened while I played (which I think was the end of beta... been a while).   I think most people, if they had to choose, would pick fun over fairness, even if it meant losing more than winning.

Good example; I actually had a lot of fun, even while losing, in Warhammer BGs... until Tor Anroc, even while winning.

Fuck Tor Anroc.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 01:44:26 AM
There are many, many, many reasons Planetside failed, all interconnected, all reinforcing each other. That's the best way I can deal with a statement like "This is why X did this." without turning it into a "No, MY reason for X is the real reason!"

Then again I think fail might be too strong a word. It's still running. So it's "fine" if you ask me. But it's never going to outgrow its current trappings. A sequel without clear, fundamental changes would be financial suicide. I don't think Sony has it in them to revolutionize on that level.

People would choose fun over fairness. For added drama and entertainment, they would also choose their fun to come at the expense of others in a consequence-free environment. "If you're not having a good time, you should get better at the game!" Not a really healthy environment, that. But a game designer should always choose fairness in a competitive environment if they want their game to succeed. That is, if two players of equal skill were to fight, the game should make it an even contest, not skew in favor of one player because of some selection they made that's different from the other player, where fun was a primary factor of it instead of fairness.

Single player games? Fuck fairness. Fun all the way. Also, what most people seem to enjoy.


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 04:26:52 AM


People would choose fun over fairness. For added drama and entertainment, they would also choose their fun to come at the expense of others in a consequence-free environment. "If you're not having a good time, you should get better at the game!" Not a really healthy environment, that. But a game designer should always choose fairness in a competitive environment if they want their game to succeed.

Well, PvP is always going to have losers, thats the nature of it.  If people can't handle losing well, they shouldn't play a PvP game. 
I don't see why the developers need to go out of their way to making losing easier on the losing side.  At the end of the day, you know you are going to lose sometimes in PvP.  No matter how "fair" the game is, one side loses, possibly more than one side if there are more than 2 factions.   It seems to me that at the end of the day this comes down to "how do you make losing not be really sucky?"  The answer is that if you are a competitive person losing sucks - even if the devs give you a lollypop after the battle. 

As for fairness, I totally agree that fairness is good and necessary.   But what is an example of a mechanic that makes it fun for people who just plain aren't good at it?  I know you used the "get better" thing to be snarky, but at some level...really you need to get better if you want to enjoy any competition, video game, MMO, pick up basketball at the local Y, whatever.


Title: Re: Planetside 2
Post by: 01101010 on December 28, 2010, 05:07:16 AM

Well, PvP is always going to have losers, thats the nature of it.  If people can't handle losing well, they shouldn't play a PvP game. 
I don't see why the developers need to go out of their way to making losing easier on the losing side.  At the end of the day, you know you are going to lose sometimes in PvP.  No matter how "fair" the game is, one side loses, possibly more than one side if there are more than 2 factions.   It seems to me that at the end of the day this comes down to "how do you make losing not be really sucky?"  The answer is that if you are a competitive person losing sucks - even if the devs give you a lollypop after the battle. 

As for fairness, I totally agree that fairness is good and necessary.   But what is an example of a mechanic that makes it fun for people who just plain aren't good at it?  I know you used the "get better" thing to be snarky, but at some level...really you need to get better if you want to enjoy any competition, video game, MMO, pick up basketball at the local Y, whatever.

Great points. I think some game devs try to implement the "pat on the back nice try, EVERYONE WINS A TROPHY" bullshit that kid's sports do these days. PS is not a great example because if you lost a base/foothold on a continent, you were forced to go back and organize. If you didn't want to, well for were fucked. No "you did your best Travis, here's an achievement for being you" shit.

I sucked a PS for the first few weeks. Some of that had to do with the controls and some had to do with the lay of the land and using it to my advantage. Until I started getting a feel for it, I did support shit, laid mine fields, set up the fuck-you turrets, repaired shit, etc. Not once did I feel those contributions were worthless so there was incentive in doing other things than pew-pewing. Hell, AMS driving was one of the most thrilling things I ever did and continued to do even after I got a taste of being successful in combat.

If I have learned anything from these boards, its that there is not overarching video game that appeals to everyone. PS:Next (or2, or whatever the hell they call it) will be a niche game, and once game devs realize this and shoot for that mark instead of the convulsing blob of masses that WoW has dined on, they'll do much better. Sure you need a good number of subs and something worth subbing to in order to keep your game going, but I think too many times people see WoW's insane numbers and believe they can reach into the bucket and pull more than they really are able.


Title: Re: Planetside 2
Post by: Ratama on December 28, 2010, 10:48:34 AM
Quote
I think some game devs try to implement the "pat on the back nice try, EVERYONE WINS A TROPHY" bullshit that kid's sports do these days.
Actually, I don't think devs do enough of that.

Shadowbane, for example; sure, the main culprits of SB's demise were shadowbane.exe and server-side lag, but on the War server, immediately after launch, Purity Council wiped out the Jade Empire and a few smaller states... and those people just quit when they lost (for the most part).  Winners won too little, and losers lost WAAYYY too much.  Even without the technical issues, the punitive design of their PvP would have prevented SB from becoming a truly big hit.

Even WoW is guilty; I really don't see the point of awarding losing sides in BGs less honor.  My progress is held hostage by mouthbreathers that want to /dance naked at the GY?

PvP MMOs should reward individuals for *participating*, not winning.  "Winning" and "Losing" should only be on the macro level (Guilds losing funds/Cities being lost, etc).


Title: Re: Planetside 2
Post by: Typhon on December 28, 2010, 11:06:21 AM
[snip]Even WoW is guilty; I really don't see the point of awarding losing sides in BGs less honor.  My progress is held hostage by mouthbreathers that want to /dance naked at the GY?[/snip]

That's not the only way in which WoW is guilty - in GC's latest post on the next patch the topic of the high-end PvP gear comes up again (summary): it's too easy to get, only the really skilled players and teams should be getting the good stuff.

So WoW's PvP design is to reward the more skilled players with better equipment.  It would make more sense to me if the more skilled players were given access to convenience and bling items.  Only giving the most skilled players access to the items with the best stats seems counter-productive if you are hoping that more folks will participate in PvP.

It's like they simply do not grasp how having a larger population of subscribers enjoy PvP is a more cost-effective way of keeping subs than just having folks who enjoy frequent content releases - content being significantly more expensive to produce.  Yes, you do want to reward the better/best players with stuff, no you do not want that stuff to give the better players a bigger advantage.

Edit: fixed grammar (hopefully) and and tried to have sentences actually mean something


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 11:22:41 AM


PvP MMOs should reward individuals for *participating*, not winning.


Winning should be the reward.

Edit: And your reward for losing is that you have an experience you can learn from and improve upon next time.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 11:33:07 AM
If I had to say what I would add as a minimum feature to help a loser get better in a PvP, competitive multiplayer setting, as a developer, it would be playbacks, and to the level that Theater in Halo was implemented or replays in StarCraft II are enjoyed.

I'm not looking for "atta boy, have a trophy", but I am looking to be able to objectively look at my past performance and study it to improve. THAT'S how you can reward someone with inferior skill: be giving them more of an ability to study and improve. Also, having record of glorious losses (HOW THE FUCK DID I DIE JUST NOW? OH MY GOD THAT'S HILARIOUS! (http://www.youtube.com/watch?v=ZKIOifaCT5A)) would increase visibility on the game when people share it.

Planetside... Planetside I can't think of ways to resolve the basic issues with it. There's just too much wrong with the formula, as fun as it could be under very specific circumstances. In fact I'm willing to believe the people that support it most have a rather disillusioned view of the experience, with all the high points remembered and all the sucky ones rationalized or deemphasized. They see POTENTIAL and not the realities of the formula. It's far easier to tackle stuff like WoW or other "PvP" (a.k.a. multiplayer) games. WoW has issues, ya. But ultimately Battlegrounds aren't serious competition. They're more like Battlefield games than Call of Duty (Arena would be CoD).

PvP MMOs should reward individuals for *participating*, not winning.  "Winning" and "Losing" should only be on the macro level (Guilds losing funds/Cities being lost, etc).

I think the issue is far more complicated and interconnected than can be summed up in a statement like that. There's a lot more going on than just that one statement. Arguably, rewarding a player for just participating means they don't necessarily have to support their team or the war effort and are just dead weight or even detrimental to the team as they help the enemy by participating their way. Then, if the enemy keeps winning because they are actually playing the game the way it was meant to be played, they take more control, morale is lost, people's entertainment prospects are reduced in a poor system such as Planetside and WoW Battlegrounds...

Winning should be the reward.

Edit: And your reward for losing is that you have an experience you can learn from and improve upon next time.

That's a competitive mindset.

I'm not saying change a competitive game to accommodate casuals, but you're going to have way less customers because casuals who aren't serious about the competition and aren't willing to put in the effort and focus make up a far larger percentage of the games industry market. How do I know? WoW's success.

Hell, what sucks is you can't even make a game that segregates the casuals from the experts because the experts will abuse that by going to where the casuals are and beating up on them for fun and practice. WoW comes pretty close to accommodating the four major styles of gamers, including competitive, which is I think one of the major reasons Battlegrounds / Arenas were added in the first place. It added a niche that was previously unsupported by Vanilla WoW.


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 11:43:38 AM
I guess I look at it this way:  I think the persistence in an MMOFPS should refer far more to the game world than to the player.  I frankly don't care if an FPS has a single experience point to gain.  What I "gain" is a town or base or power station (or whatever) for my faction.    If you don't want to look at it from a competitive perspective, then the reward for losing is having played a fun game fighting over some objetives for a while. 

  I don't care if I ever unlock a damned thing or if everything is just available from the beginning - the game needs to be fun to play.   I think Tribes is a good place to look.  Tons of options for your character, and you never have to unlock a thing, you just pick your stuff and go.  Take Tribes 2 - as fucking is - and place it into a huge seamless world where there are 100 bases and 1000s of little stations/sensor towers all over to fight over, and I'd pay 15 bucks a month no sweat.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 12:03:33 PM
I don't care if I ever unlock a damned thing or if everything is just available from the beginning - the game needs to be fun to play.   I think Tribes is a good place to look.  Tons of options for your character, and you never have to unlock a thing, you just pick your stuff and go.  Take Tribes 2 - as fucking is - and place it into a huge seamless world where there are 100 bases and 1000s of little stations/sensor towers all over to fight over, and I'd pay 15 bucks a month no sweat.

OK. They made a game just for you. It tanks, is a financial disappintment, goes on life support with minimal patching and updates, no expansions, and is questionable whether it makes any money at all, just like Planetside. Explorers are bored, socializers have no place, and Achievers see no point in playing as everything is superficial and meaningless. You might even lose the competitive folks when they see there is nothing worth winning or the game is unfair to the point that they can't get those wins because of the basic fairness issue of a persistant war landscape. The only people you have to play with are people exactly like you: hardcore gamers who enjoy a good rules system and like to challenge themselves. You might get some people that are good at the game and enjoy beating up on the newbs. Either way, the game dwindles to a small, select few, as marketing data and the success of other games has proven that there are a lot fewer of you out there than you seem to personally believe is out there to support a game.

Different people have different reasons for gaming. Accommodating more than one and giving different types of players reason to play will lead to success. See: Minecraft. Don't See: Dwarf Fortress.  I'm not saying fuck with a formula like adding Social support for Call of Duty (which is what I think they want to add with their sub fees -- a Battle.net for CoD). But CoD catered to explorers (Single Player), achievers (HELLA GOOD leveling system and challenges), and competitive folks in a style that all three could appreciate and excel at.

My simple question as a place to start: why would people care about some game world's empire, their goals and philosophies, or their power levels as an empire when they purchase a game? Didn't they buy the game for their enjoyment, not for the glory of the Vaanu? Didn't they buy it to shoot the electrical gun and drive the tanks instead of getting seriously involved in a conflict that isn't there's to begin with?


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 12:26:59 PM

My simple question as a place to start: why would people care about some game world's empire, their goals and philosophies, or their power levels as an empire when they purchase a game? Didn't they buy the game for their enjoyment, not for the glory of the Vaanu? Didn't they buy it to shoot the electrical gun and drive the tanks instead of getting seriously involved in a conflict that isn't there's to begin with?

More or less for the same reason that when I'm playing TF2 I suddenly care a whole lot about the RED team or BLU team arbitrarily, because its MY team.  As for the last part - yes, I would buy it specfically to get involved in a virtual conflict/war (thats why I have an active subscription to world war 2 online!).  That is, in fact, the ENTIRE appeal of an MMOFPS for me.  Otherwise, I will just stick to normal FPS games (which I also play).


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 01:05:03 PM
OK. I have no problem with your personal preference. I feel it is one that should be supported in a good competitive game along with other factors. The key thing is that you don't place importance on the other factors. That's OK.


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 01:26:44 PM
OK. I have no problem with your personal preference. I feel it is one that should be supported in a good competitive game along with other factors. The key thing is that you don't place importance on the other factors. That's OK.

I think the thing I worry about is basically Global Agenda.  That is a game that tries to please everyone.  I decided to check out the demo.  The shooter mechanics felt really solid, and it had a lot of potential.  I could even deal with instanced AvA combat with the hex map the way they have it set up.  HOWEVER, I quickly realized that they wouldn't even let me PvP until I got to level 5 or 10 or something.  And I saw /general chat mucked up with loads of "Looking for crafting material X"  and all I could think of was how fun the game had the potential to be and how unwilling I was to even get to that part because of all the extra crap they stuck in.

Thats sort of the "bad" direction I'm comparing my "Tribes 2 but bigger" idea to.  For reference.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 01:37:17 PM
The disconnect I'm having is that my viewpoint is of understanding the realities of selective focus vs. all-inclusive design and the effects of a persistent world in a competitive, war-type  environment, while your viewpoint, from my perspective, is "this is how I like my games, other people should like this, and game developers should make a game for me above all other priorities."

The first part of my perspective, absolutely no problem with. Parts two and three are problematic. Global Agenda, I haven't studied, but just because someone knows what they should do doesn't mean they will succeed in its implementation. Game development is *hard and complicated.*


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 01:41:59 PM
The disconnect I'm having is that my viewpoint is of understanding the realities of selective focus vs. all-inclusive design and the effects of a persistent world in a competitive, war-type  environment, while your viewpoint, from my perspective, is "this is how I like my games, other people should like this, and game developers should make a game for me above all other priorities."

The first part of my perspective, absolutely no problem with. Parts two and three are problematic. Global Agenda, I haven't studied, but just because someone knows what they should do doesn't mean they will succeed in its implementation. Game development is *hard and complicated.*

Who ever said other people should like this?  I'm obviously arguing for my own preference.  Yes, I want a game developer to make a game like this, for me and the other population that would play it.    Yes, I'm not like most gamers, yes, I think most gamers have made MY enjoyment of games worse because I think they've gotten more casual over the years.  Is this selfish? Probably, but its fucking entertainment, we aren't trying to find a way to feed people while I make the argument that everyone needs to like my favorite food or starve.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 01:49:07 PM

Winning should be the reward.

Edit: And your reward for losing is that you have an experience you can learn from and improve upon next time.

You're making a case here for how other people should think rather than respecting how they want to play. Winning is the reward for you -- not necessarily for other game players.

If you isolate your statement to other competitive people, that makes sense. But I am speaking of *all gamer types*.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2010, 01:49:14 PM
The moment you make a MMO shooter about the player, that's the moment it dies. Just to add to my crazy card.

Plantside showing your kills and K/d Was the beginning of the end. Nothing else mattered a majority of the culture after years of neglect made this true. If more such stats were presented at the empire level, it would have been different. The other major issue is in a lot of games, winning = Loot, this was a bad precedence to set, more so for MMOFPS. Its an expanding issue that just gets worse.

At the beginning, Factional pride was king, until people realized it was meaningless (Anyone remember when you could only make one empire toon? Of course not.). Then it just became about kills and less about "the war". I'm with Malakili  in a lot of what he is saying, however take that with a grain of salt as both of us are heavily invested in that level. I really don't care about how many kills you have, stop showing it to me, did you take the base? No, you are worthless. Thanks for that. Im not sure how many of you played in year 4 or 5 but that's just what it devolved to, endless tower camps and farming kills. And that has everything to do with the larger world game being neglected and well as an erosion of team based requirement.

I know there are lots of people who like to play alone, go Rambo, and have high stats. Plantside was not for you. It never should have been for you, and you are the reason it fell down (Among others out of the player control). There are about a billion better games for the soloist, A MMOFPS should not be yet another. I'm sorry. Explorers, socializers  and Achievers need not apply.


As for Wow PvP comparisons, Its laughable. Not a dam thing should be taken from WoW's PvG (Player VS gear) Time = better BS (Yes I am ignoring player skill to make a point) I hope, that Plantside 2 will be the team based game Plantside one started out to be. I won't hold my breadth though. Not in this day and age of everyone is special. Yes, I'm being draconian, yes I'm ignoring all the arguments in the world, No its not how I truly feel and i realize there are some nuances I'm stomping on. But some of this conversation is just retarded.  You want a MMOFPS that everyone can play, everyone gets a pat on the back, every one is told they are special. Fuck that.

/rant

Plantside 2 needs to be the same rule sets, new environments, a better world game, more solid feel (and that means netcode) and a more expandable engine. Everything else, why mess with it? The original game had tons for people to do and was extremely flexible with many many facets of play.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2010, 02:06:16 PM
Just to be clear, my post was not intended to be rational. Lorekeep has very valid points.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 02:08:50 PM
So you want the same thing as before, except maybe less cheaters and better handling. Despite the fact Planetside is what it is because of what it is, and all the failures and niche-thinking that underlines its design.

I mean, you repeated, near verbatim, what I said about how a competition with no end, fairness not guaranteed, and meaningless victories will deter the competitive crowd. Of course focus would shift to personal accomplishment: that's what matters MORE to people.

Guys I think yours is a valid viewpoint but there is a "I am pro I want to have my power in game shown by curbstomping newbs" prejudice that this game allowed you to have and might have influenced your opinion on how good this game really is. Mr. B, I know for a fact that's why you threw out such praise for APB. Yeah, it's a lot of fun getting organized, working together, and beating up randoms and raping and pillaging for personal / team glory. That happens way more than serious competition. Why would a conquered / competitive type waste time on a challenge when there's perfectly good newbs to slaughter and is way more fun?  That doesn't make it a good game... that just means it's a personal empowerment simulator with real PCs instead of NPCs to beat up on.

The audience for the game you want doesn't exist. The amount of money to develop vs. expected return is bad business. If someone makes it without taking into account the realities of the design and the audience, then it is out of passion for the game rather than smart business. You can't expect a company to initiate development that will likely cost them money instead of making it.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2010, 02:18:22 PM
Ill be the first to tell you I'm not that good, I played a mix of support and support fire. So, that's not where I am coming from.

So you want the same thing as before, except maybe less cheaters and better handling. Despite the fact Planetside is what it is because of what it is, and all the failures and niche-thinking that underlines its design.

Negative! Look at the stuff I listed after the my little rant. For me to agree that the core design was a problem, I would have to acknowledge that the core design was flawed. It wasn't, not in the areas you speak of. The failings came AFTER launch, and were just compounded by the constant erosion of the team focus.

To this day I still believe Planetside had more avenues of play, for more skill levels, or time commitments than any other game. That's about the only part they expanded on with great affect (like the hacking stuff, the gunships, the engineer stuff). You could be as mediocre as me and still contribute, until they started removing the team aspect! In fact you could have ZERO shooting skills and be competitive or at least, pivotal to the world goal.

No longer.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 02:22:19 PM
Persistent world + online PvP war = flawed at its core.

They are not popular with all gamer types. It's a solid concept... in a niche and when not measured up against other game designs. Like the world's best female poker player who only barely breaks the Top 100 when put against all available types of competition.


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 02:38:26 PM
Guys I think yours is a valid viewpoint but there is a "I am pro I want to have my power in game shown by curbstomping newbs" prejudice that this game allowed you to have and might have influenced your opinion on how good this game really is.

Thing is, I'm far from pro in WW2O, and I love the hell out of it.  I love playing infantry and assaulting an objective, looking up and seeing a dogfight.  I love the feeling of an airstrike coming in at just the right moment to save my ass from a tank line.  I love the feeling of seeing an armor column rolling out flanked by trucks to bring in infantry and mobile spawn points.  I love the feeling capping an objective with a really long capture time while under the pressure of having the enemy baring down on you and just trying to hold out another minute.  I love that there can be a long day long back and forth over a single town and even though I'm not online all the time being able to watch the progression on the campaign map on the website.

Yes, I'm in an good squad, but we accept pretty much anyone who is a reasonable person and willing to learn.  We are organized, but frankly the mechanics of the game and the way its shaken out now mean that we aren't TONS more organized than anyone else.  Curbstomping newbs means nothing because you have to take objecitves to actually do anything.  No one really cares about personal stats. there is the occasional post someone makes about a really nice sortie, but for every one of those there are 10 on our forums about how great a job the allies did in the fight over town X too nights ago and that we should be proud we contributed to that.  Thats what I mean when I say the reward is winning.  It isn't necessarily about the same kind of competition as say, competitive TF2 where the winning reward is a bit different (there are leagues and such).

My first 2 weeks of WW2O, and I swear this is no exaggeration, I can count the number of kills I had TOTAL on one hand.  I LOVED EVERY FUCKING MINUTE OF IT.  While I haven't kept my sub up every month since then, I do keep going back to it when I have the time and the feeling I get playing it is unlike anything else on the market right now.  Its that feeling I wanted replicated in PS2 or Tribes Universe, maybe with some faster paced combat as a sweetener.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 02:56:51 PM
You've had very positive personal experience with the game. That's not a problem. There's room for that in every game, good and bad. I can see how you'd want the environment that allows the possibility for you have such experiences.

The issues I'm looking at are macro and non-niche. I'd love to see a good shooter as much as the next guy. But there are so many more factors that must be considered besides anecdotal, biased evidence for a game like that to be successful. By successful I mean growing in popularity, profitable, and encouraging further development. Anyone that gets let go because a game didn't make enough money to support all the employees means it wasn't successful enough.

Given human nature, it may be impossible to achieve a successful MMO FPS! Niches will pop up, but nothing on the scale of WoW.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2010, 03:08:33 PM
I Do know from what position you are speaking. I just had to get that (Rant) off my chest :)

It was very sad to sit there and watch over 5 years the developers neglect and remove the team requirement.


Title: Re: Planetside 2
Post by: Malakili on December 28, 2010, 03:12:37 PM
I can see how you'd want the environment that allows the possibility for you have such experiences.


I think this is actually really important.  When I look back at my best times in gaming, they are all relatively trivial things from a mechanical standpoint, but they came about because the games allowed for them to happen.  These are experiences (just using recent examples) in things like Darkfall Online travelling across the game world on my first day to a clan city, truly awe inspiring and heart pounding...and barely anything of note happened, because the game allowed for the experience to happen.  EVE Online and being involved in a large scale industrial corporation and dealing with some war decs by mercenaries bought by a rival industrial corp, I managed to avoid conflict totally in the instance I'm thinking of an it was still 2 of the most intense weeks of gaming I've played...because the game allowed it to happen.

Along with that is the game allowing bad things to happen.  Getting ganked on day 2 in Darkfall by a couple travelling high level players, lost some gear.  Learned a lesson about paying attention to my surroundings though.   In EVE my corp had a bunch of POSs set up for capital ship production and a few of them got knocked down due to some poor decisions we made, lost a non trivial amount of ISK worth of stuff.   We recovered and rebuilt (which was a rewarding process on its own I might add, despite our losses!)

The scale itself, the part of being something bigger than yourself either a bigger group of other players, a bigger system, a bigger world, is what these games have.  It isn't just the "positive" experiences that make that scale visible, the negative ones do to, but as long as its that scale and that bigger than yourself context that is the attraction itself, setbacks aren't going to cause you to quit the game.


Title: Re: Planetside 2
Post by: LK on December 28, 2010, 03:25:01 PM
It was very sad to sit there and watch over 5 years the developers neglect and remove the team requirement.

I would suggest an alternate perspective: that over five years, they wised up to what a majority of players wanted and changed the game as best as they could in order to keep the service running. They saw the future, and the flaws, but only after the ship ha been launched. The customer / gamer landscape has changed significantly as more people of all technical and skills levels have their barriers to getting the product removed. Planetside was a game of its time catering to an exclusive niche audience, but one that, in its initial design, was much narrower than it is today.

What they did sounds like a response to the player base, not necessarily something they desire. Catering to the majority instead of the minority (of which, I believe, you count yourself apart.)


Title: Re: Planetside 2
Post by: Typhon on December 29, 2010, 06:01:03 AM
I used to want the DAOC-style realm warfare that Malakili is describing.  Now what I want is to have absolute control over how much time I actually spend in the game.  I also don't want to be significantly penalized if I can't spend more than an hour a day in the game.  I want to get in and play, and I want to have very little downtime.  My days of putting up with 30 minutes of getting to/finding the conflict and a minute of fighting are over (DAOC).

The only game system I can think of that might accommodate both types of players would involve having "loyalists" and "mercs".  Mercs are players like me - get me to the combat right now, I don't care about what I'm fighting for, I'm rewarded for completing objectives, and win or lose, I'm off to the next battle within 10 minutes (procedurally generate an arena if there aren't player-controlled forces engaged in battle). 

Loyalists are invested in whatever faction they are fighting for, they are rewarded for how well their faction is doing... or not.


Title: Re: Planetside 2
Post by: Speedy Cerviche on December 29, 2010, 06:29:51 AM
When someone logs into the game, it's for them and their buds and nobody else. There is no recruitment and socialization aspect in game. An outfit leader would need to make an effort to train new recruits, but most would rather poach the players that are good and have proven themselves by actually succeeding at what they are doing.

My opinion of most Outfits / Guilds is that they aren't organizations like the military that takes anyone and trains them up, but sports teams that recruits and invests in top talent. You still need to design the game that people at all skill levels can participate... but those at a higher level need to face similar opposition.

PS needs to reward outfits better. Outfits should get rewards/points for participation, and could use those rewards for stuff like control over bases which give them unique weapons/vehicles (not overpowered, but different) and other cool things.

In games with far more consequential PvP (EvE, Darkfall), there are plenty of well run large clans that take in newbies, there's also elite small clans. If the game rewards players for organizing, they will, and that includes mass recruiting into their structures.

Planetside basically had no rewards for outfit, and player impact on the gameworld was minimal. If the game was just a bigass public FPS capture the flag map in function, why expect players to act any better than they do on ANY random FPS public server? No proper incentives from the devs to play the game in a manner other than running around pew pewing, and since the game itself was an inferior FPS mechanics wise, little reason for people to stick around (especially being charged a subscription).


Title: Re: Planetside 2
Post by: Mrbloodworth on December 29, 2010, 06:39:43 AM
^^^^  :Love_Letters:


Title: Re: Planetside 2
Post by: Malakili on December 29, 2010, 08:32:21 AM
I used to want the DAOC-style realm warfare that Malakili is describing.  Now what I want is to have absolute control over how much time I actually spend in the game.  I also don't want to be significantly penalized if I can't spend more than an hour a day in the game.  I want to get in and play, and I want to have very little downtime.  My days of putting up with 30 minutes of getting to/finding the conflict and a minute of fighting are over (DAOC).

The only game system I can think of that might accommodate both types of players would involve having "loyalists" and "mercs".  Mercs are players like me - get me to the combat right now, I don't care about what I'm fighting for, I'm rewarded for completing objectives, and win or lose, I'm off to the next battle within 10 minutes (procedurally generate an arena if there aren't player-controlled forces engaged in battle). 

Loyalists are invested in whatever faction they are fighting for, they are rewarded for how well their faction is doing... or not.

They have games for that style, they are called every non-MMO FPS ever made. 


Title: Re: Planetside 2
Post by: Typhon on December 29, 2010, 10:13:35 AM
They have games for that style, they are called every non-MMO FPS ever made. 

No, not what I'm talking about.  Given your response, seems like you aren't interested in what I'm talking about, so I'll save myself the effort.


Title: Re: Planetside 2
Post by: Malakili on December 29, 2010, 10:23:55 AM
They have games for that style, they are called every non-MMO FPS ever made. 

No, not what I'm talking about.  Given your response, seems like you aren't interested in what I'm talking about, so I'll save myself the effort.

Quote
Now what I want is to have absolute control over how much time I actually spend in the game.  I also don't want to be significantly penalized if I can't spend more than an hour a day in the game.  I want to get in and play, and I want to have very little downtime.

...

get me to the combat right now, I don't care about what I'm fighting for, I'm rewarded for completing objectives, and win or lose, I'm off to the next battle within 10 minutes


That really is pretty much non-MMO shooters.  The difference I guess is scale, but nothing you say seems to indicate that actually matters to you.  The Mercs/Loyalists thing makes sense and could work, but realistically speaking, what is it about the MMO FPS that is appealing to you, since basically everything you want can be attained in dozens of games that already exist?


Title: Re: Planetside 2
Post by: LK on December 29, 2010, 10:31:35 AM
Planetside adding in an EVE-esque resource and crafting structure would be an extremely difficult task and is highly likely not to work.

Near-infinte resources were one of the critical elements that made Planetside what it was and kept battles going as long as they were. All the game had *were* the battles. Sieges happened and kept prolonged battles going because it was hella impossible to drain a base's energy and choke points could be defended with it extremely favoring the defender. Just thinking of the mobile spawn points requiring crafting materials, and possibly forcing one side (are you implying that outfits would be out for themselves instead of their nation? The nations orders were pretty clear: capture and fight. You want Wild West meets Planetside, as the current theme wouldn't work at all) to never be able to advance upon a position because of logistics instead of making them only think of the strategic placement of a mobile spawn point and taking it from there.

Then again... isn't that what Global Agenda is doing? And not so hot at?

In war... should a soldier *care* about where their resources come from, as long as they keep coming? It's the commanders that need to be looking at resources at global strategy. Not everyone can be a commander.


Title: Re: Planetside 2
Post by: LK on December 29, 2010, 10:36:05 AM
That really is pretty much non-MMO shooters.  The difference I guess is scale, but nothing you say seems to indicate that actually matters to you.  The Mercs/Loyalists thing makes sense and could work, but realistically speaking, what is it about the MMO FPS that is appealing to you, since basically everything you want can be attained in dozens of games that already exist?

Planetside even had that. Jump to Skirmish. You'd end up in the middle of a battle, doing your own thing, and not really helping anyone else but yourself.

Look, you want that Typhon, you're best served just playing single player games that don't have teammates. If you join a team, your responsibility to the team is to care about the game and the team enough to be good, or at least follow orders. You can play as long or as little as you want and your teammates won't care because they aren't human.

Don't expect other people who take the game seriously to be so kind to your desired playing habits.


Title: Re: Planetside 2
Post by: Malakili on December 29, 2010, 11:12:23 AM

In war... should a soldier *care* about where their resources come from, as long as they keep coming? It's the commanders that need to be looking at resources at global strategy. Not everyone can be a commander.

This is another one of the things WW2O does really well.  There is a player run high command that controls the strategic aspect of the game.  Moving brigades in and our of towns, managing supply lines, giving and revoking attack orders on objectives.  Its an absolutely vital part of the game, but the average person can just hop in, find the hottest town and fight if they want.  Meanwhile, more organized squads can work on more complex tasks if they want to (organizing attacks on forward bases away from main battles in order to set up more long term favorable map conditions, for example).

it is definitely possible to run a brigade out of soldiers in WW2O though, and its a viable strategy sometimes to try and attack a town with an armored brigade deployed there with the express purpose of trying to deplete their armor reserves, setting up for a later victory rather than an immediate one.  The respawn mechanics mean that a brigade is always getting replenished and never totally out of commision for more than a few hours, but attrition is an important consideration.

Its definitely possible to keep those strategic mechanics in place while not making the average player have to fiddle with it or care too much about it, and the overall impact is, I think, pretty positive.


Title: Re: Planetside 2
Post by: Speedy Cerviche on December 29, 2010, 12:25:56 PM
I think the system I mentioned in my post earlier today most resembles WAR's guild level up system, where by achieving new levels you unlocked nifty things that were cool but not essential, and guilds could claim ownership in keeps and upgrade them.

You obviously don't want resource control at the level of EvE, nor a national strategic command at the same level as WW2OL, but there is some merit in these systems. You can have certain bases be production or resource centres that not just go into the general faction resource pool but enable special resources/unlocks for outfits that control them.

if you want to encourage gigantic outfits that hoover up newbies, you can make outfits give pyramid bonuses like Asheron's Call guilds. The outfit's high command gets a cut of kills/captures, and the better the high command is at organizing and leading, the more successful and better equipped members will be.

There's obviously a limit of what victory can be, it's bread and butter is still the FPS crowd who are looking for something more epic than TF2 or CoD. Outfits could build up a faction headquarters into an impregnable fortress (that could be raided), they could gain blueprints and then acquire rare resources to produce unique vehicles, not necessarily overpowered ones, but COOL ones. Crazy spider tanks, mega tanks, teleportation networks, ninjas, flying saucers, tactical nukes, etc. This would give players a sense of team purpose, but not some kind of vulgar levels = power equation that would change it from a pure MMOFPS into a poopsock levelling game.


Title: Re: Planetside 2
Post by: Kageru on December 29, 2010, 06:07:00 PM
That really is pretty much non-MMO shooters.  The difference I guess is scale, but nothing you say seems to indicate that actually matters to you.  The Mercs/Loyalists thing makes sense and could work, but realistically speaking, what is it about the MMO FPS that is appealing to you, since basically everything you want can be attained in dozens of games that already exist?

You're missing the point. The free FPS games do not have persistent factions that have strategic objectives.

And I agree that the hybrid model sounds like the ideal solution (and I think World of Tanks has something like this? Possibly even Eve's Dust). Let the dedicated, subscription paying poopsockers build and protect their virtual empires. In a battle they can choose to expend resources on opening up "mercenary" slots which get randomly filled. Those slots get filled by people who are interested in the battle elements of the game but not in the tying themselves down to CTA's and alliance politics.
 
Though for Planetside I tend to agree with whoever it was who identified the importance of the subscription fee. In a market where there are viable free competitors you probably can't expect 15$ a month subs to retain a large subscriber base unless your game really is just insanely better. Something APB and GA also got wrong and which WoT seems to have a more sensible approach too.


Title: Re: Planetside 2
Post by: Malakili on December 30, 2010, 05:16:38 AM
That really is pretty much non-MMO shooters.  The difference I guess is scale, but nothing you say seems to indicate that actually matters to you.  The Mercs/Loyalists thing makes sense and could work, but realistically speaking, what is it about the MMO FPS that is appealing to you, since basically everything you want can be attained in dozens of games that already exist?

You're missing the point. The free FPS games do not have persistent factions that have strategic objectives.


I guess I don't see the point of caring about strategic objectives if all your want to do is get in and fight and get out.  Typhon specficially said he didn't care what he was fighting for.


Title: Re: Planetside 2
Post by: Kageru on December 30, 2010, 06:35:57 AM

The strategic layer gives the battles a narrative which is lacking from the disconnected rounds of the free shooters. So when people recount the series of battles in which an empire collapsed you could still have been part of those battles. Not as connected as those in the alliance, but also without the tedium and commitment required to be a dedicated alliance member (shit like mandatory ops and alliance politics probably being the big two).

Besides, you need the strategic layer if there's any chance of charging subs. And you need some space for the casuals to inhabit if you want to be non-niche.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 30, 2010, 06:41:21 AM
I don't think anyone is under the illusion that Planetside 2 will have a subscription. It just won't happen. Also, you guys should really stop talking about GA as if its dead. Its alive and well, and doing great, has even spawned a new title based on its findings and tech. Still a solid fun game. The measured approach they took really paid off, hopefully SOE was watching.


Title: Re: Planetside 2
Post by: Ghambit on December 30, 2010, 05:10:10 PM
I will flat out not play PS2 if there's no strat. layer.  Not interested in a bland insta-pwn pointless map treadmill that's little more than bloated 2142.  "Full of sound and fury, signifiying nothing."
As MBW says, may as well play GA if that's your game...  which I might just do sometime soon if/when I can find the time.  Heh, and I was the one that got us into the GA Alpha.... and I never play the damned thing.   :oh_i_see:


Title: Re: Planetside 2
Post by: Kageru on December 30, 2010, 05:27:48 PM

I stated that GA failed as a subscription based game, which it unarguably did... though not quite as explosively as APB. Both games would have done much better if they'd based their model around free to play from the start.


Title: Re: Planetside 2
Post by: LK on December 30, 2010, 06:30:12 PM
You're implying that there were competent people behind APB that spent the appropriate amount of time analyzing the market and simply made a bad judgement call.

Far more was fucked up with Realtime then just the guys who were responsible for coming up with a sustainable business model.


Title: Re: Planetside 2
Post by: Kageru on December 30, 2010, 07:36:07 PM

I apologize for any implied suggestion I thought RTW were competent :)

Nor are they great evidence on that basis. But it still is true that all the example of persistent FPS games have had real issues demonstrating enough value to justify a subscription. Whereas the format is perfect for micro-transactions.

For that matter I forgot crimecraft... but it's an easy one to forget.


Title: Re: Planetside 2
Post by: Malakili on December 30, 2010, 07:43:43 PM
How would a good microtransactions system work?  The last thing I want in an FPS is someone to be able to buy their way to victory.


Title: Re: Planetside 2
Post by: Kageru on December 30, 2010, 09:24:24 PM

Who knows? It's not like there is one answer. That's going to be a balancing act between how much money you need to be bringing in. If you can survive on vanity items and selling new content I'm sure they'd like to. If not they can provide short cuts to normal progression, more variety in game-play options and at the extreme end force free to play people to realize they're the grunts rather than the stars on the battlefield.

But it gives a lot more flexibility than demanding 15$ a month unless your strategic layer is so deep and fun that the sub-free FPS games don't count as competition.


Title: Re: Planetside 2
Post by: Lantyssa on December 30, 2010, 10:59:05 PM
Bling, vanity, and club houses.


Title: Re: Planetside 2
Post by: Ghambit on December 31, 2010, 05:15:16 PM
Had APB had a strat. layer (as was discussed long ago in RTW's design notes), would it have failed?


Title: Re: Planetside 2
Post by: LK on December 31, 2010, 06:00:33 PM
APB and GTA types are about as far as you can get from Planetside style. Its problems were numerous and one fix is only a band-aid on the multiple gaping wounds and dismemberment that was the product's health at launch.


Title: Re: Planetside 2
Post by: Lantyssa on December 31, 2010, 07:06:21 PM
Had APB had a strat. layer (as was discussed long ago in RTW's design notes), would it have failed?
Did this strat. layer include going microtrans instead of bizzaro-subscription?


Title: Re: Planetside 2
Post by: UnSub on December 31, 2010, 10:59:01 PM
Had APB had a strat. layer (as was discussed long ago in RTW's design notes), would it have failed?

Yes. APB didn't fail because it was a bad game, it failed because no-one watched the development budget.

EDIT: Removing the business failure of RTW from the mix: APB really did something greater than just individual battles between two sides. There was nothing to really 'win', nothing to fight over.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 01, 2011, 08:42:41 AM
Had APB had a strat. layer (as was discussed long ago in RTW's design notes), would it have failed?

Yes.

Becouse most of that games problems was money management, as far as fixing/finishing the game.


Title: Re: Planetside 2
Post by: Typhon on January 01, 2011, 12:23:41 PM
That really is pretty much non-MMO shooters.  The difference I guess is scale, but nothing you say seems to indicate that actually matters to you.  The Mercs/Loyalists thing makes sense and could work, but realistically speaking, what is it about the MMO FPS that is appealing to you, since basically everything you want can be attained in dozens of games that already exist?

(holidays got in the way of me responding)

What appeals to me about it being MMO, is that the the game would evolve based upon the strategic conflicts the loyalists had with other loyalist factions, rather than some tired plot line that I would be forced to watch cut scenes.  But, I want the game itself to have merc built-in - as a merc I want to be able to join an arena-type conflict anytime I log in.

I'd like that the loyalists would look to contract a merc outfit to augment their numbers.  This wouldn't be arena combat, this would be full on MMO combat (potentially asymmetric, need to hit on multiple fronts, attrition, reinforcements, etc).

I want my cake (instanced arenas) and eat it too (get a contract from a loyalist faction to engage in conflict intended to secure land).  The idea is that the merc experience should appeal to the casual player, and the loyalist experience would appeal to the more dedicated player.


Title: Re: Planetside 2
Post by: Sky on January 03, 2011, 07:28:39 AM
War isn't fair. *Good games are.* Planetside and games like it aren't destined to last.
There is a cheesy RIFT pvp guild, one of their more outspoken tards recently compared themselves to the viet cong. Seriously.

That's why wargames in general break down, there are people who see them as games and then there are those who see them as war. So you get griefing, cheating, etc.


Title: Re: Planetside 2
Post by: Malakili on January 03, 2011, 07:58:36 AM
War isn't fair. *Good games are.* Planetside and games like it aren't destined to last.
There is a cheesy RIFT pvp guild, one of their more outspoken tards recently compared themselves to the viet cong. Seriously.

That's why wargames in general break down, there are people who see them as games and then there are those who see them as war. So you get griefing, cheating, etc.

I think the problem comes when games don't know what they are, or try to be many things at once.  No one REALLY thinks Rift is a wargame, ok some people do, but its obviously not.  Throwing in open world PvP server types is fine, but maybe just make it so you can't grief kill NPCs or something on a PvE server. 

Something like WW2O is clearly a war, and everyone knows it, and it has mechanics to make it function as such.   Even something like Darkfall has city siege mechanics and EVE Online has a war dec system, so while they aren't ONLY war games, they have mechanics that let people play that way within some coherent system.  Its when you go all free for all PvP when the game really isn't designed for it that problems arise because there can really be no resolution, so its just of a mess.


Title: Re: Planetside 2
Post by: Lantyssa on January 03, 2011, 08:14:12 AM
That's not really Sky's point though.

Some people treat PvP as if it were a real war, regardless of mechanics.  Those people will use whatever means are available to harass other players, and that is where the problems happen.  If a game has PvP at all, they'll find a way to abuse it.


Title: Re: Planetside 2
Post by: Malakili on January 03, 2011, 08:20:36 AM
That's not really Sky's point though.

Some people treat PvP as if it were a real war, regardless of mechanics.  Those people will use whatever means are available to harass other players, and that is where the problems happen.  If a game has PvP at all, they'll find a way to abuse it.

Right, but if the game treats PvP as if it were a real war, those situations actually arise a lot less I think. For example, its impossible to grief in WW2O, it IS possible to grief in EVE or Darkfall - but since you aren't dealing with run back mechanics like WoW for example you'll never get corpse camped.

 I mean sure, there are people who will grief no matter what, he'll they'll grief their own side, but that doesn't strike me as as the same thing.  Perhaps its a definition thing.  What is our definition of abuse?  Something like corpse camping is, something like repeatedly killing quest NPCs is.  But I don't think just ganking someone is (especially considering PvP is voluntary in a game like Rift specifically).   In a game like planetside, is acting like the vietcong like that Rift guild abuse?  I don't think so.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 03, 2011, 08:28:18 AM
When did PvP become about making sure no one is injured or everyone is guaranteed to advance?


Title: Re: Planetside 2
Post by: shiznitz on January 03, 2011, 11:21:29 AM
I agree with blood that the k/d ratio definitely pushed the game in the wrong direction, but by the time they implemented that, it was mostly hardcores anyway so the developers were just giving the remaining players what they wanted.  I thought PS balanced soloing and group play pretty well. The biggest issue I had was that Gunuku was always Gunuku.  The maps need to change often and terrain should be destructible.  Let players dig and build on the battlefield. The map resets/refreshes every 2 weeks. That kind of stuff.


Title: Re: Planetside 2
Post by: UnSub on January 03, 2011, 05:37:00 PM
When did PvP become about making sure no one is injured or everyone is guaranteed to advance?

When developers decided that getting a regular pay cheque was more important than theorycrafting.


Title: Re: Planetside 2
Post by: Typhon on January 03, 2011, 05:41:45 PM
When did PvP become about making sure no one is injured or everyone is guaranteed to advance?

When developers decided that getting a regular pay cheque was more important than theorycrafting.

I typed out, "when development houses desire for continued existence crushed the fantasy that was 'The Vision'", but decided that MrBW was just trolling.


Title: Re: Planetside 2
Post by: Slayerik on January 04, 2011, 06:56:40 AM
When did PvP become about making sure no one is injured or everyone is guaranteed to advance?

Just like in kid's competition these days, everyone gets a trophy!


Title: Re: Planetside 2
Post by: Ratman_tf on January 04, 2011, 02:28:05 PM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?


Title: Re: Planetside 2
Post by: Nebu on January 04, 2011, 02:33:03 PM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?

If you're not first, you're last!


Title: Re: Planetside 2
Post by: Malakili on January 04, 2011, 02:57:44 PM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?

Because the game is worth playing for its own sake...hypothetically.  Seriously, why did anyone ever play any game before these progression treadmills caught on?  Because we actually enjoyed it!


Title: Re: Planetside 2
Post by: Ingmar on January 04, 2011, 03:16:49 PM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?

Because the game is worth playing for its own sake...hypothetically.  Seriously, why did anyone ever play any game before these progression treadmills caught on?  Because we actually enjoyed it!

That's all well and good until the people who win get rewarded with things that make them win more.


Title: Re: Planetside 2
Post by: Malakili on January 04, 2011, 03:48:09 PM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?

Because the game is worth playing for its own sake...hypothetically.  Seriously, why did anyone ever play any game before these progression treadmills caught on?  Because we actually enjoyed it!

That's all well and good until the people who win get rewarded with things that make them win more.

Yeah, thats fine.  Make victories strategic victories.  Maybe if you take some critical factory from the enemy your side will get some extra vehicles to spawn or something, but in the end each battle v. said vehicle is still the same as it was before.   Since I like citing WW2O, there are all sorts of towns that if you can take you get a really nice long term advantage for your side (supply lines, terrain advantage, or whatever) but it doesn't ruin your day to day experience of the game if you are on the losing side because the other team doesn't get free gear or whatever that makes you die horribly.  Not to mention their campaignn map just resets when one team wins (which I'm fine with in general for Planetside 2 or whatever hypothetically)


Title: Re: Planetside 2
Post by: Kitsune on January 04, 2011, 06:56:05 PM
Yeah, hoo-rah, play hard or go home, second place is the first loser!  I find it deeply ironic that lots of gamers will make noises about how FPSs shouldn't coddle people, while Tribes, the most skill-demanding FPS I've ever seen, had virtually no success whatsoever with barren empty servers.  Sure, players will say that they want hard games where real men can chew nails and spit bullets, but the market is clearly dictating a more Hello Kitty-esque direction.


Title: Re: Planetside 2
Post by: Malakili on January 04, 2011, 08:32:07 PM
Yeah, hoo-rah, play hard or go home, second place is the first loser!  I find it deeply ironic that lots of gamers will make noises about how FPSs shouldn't coddle people, while Tribes, the most skill-demanding FPS I've ever seen, had virtually no success whatsoever with barren empty servers.  Sure, players will say that they want hard games where real men can chew nails and spit bullets, but the market is clearly dictating a more Hello Kitty-esque direction.

It seems like we are having two parallel discussions at this point in this thread.

1)   Skill Based v. Accessible - Should the game be easy to learn, hard to learn.  How much should player skill matter.  How much should a winner be rewarded as opposed to the loser.

On the skill mattering front, I really want to know what a compelling PvP based game would be that DOESN'T have a skill based element?  Remember when WoW battlegrounds were owned hardcore by raiders because thats where the epic gear was.  Not to mention at that point people generally said the biggest problem with raiding was the TIME required, not the skill.  My point is, you go the other way, and its far worse.   I think skill has to matter.   On the reward front, I think the answer is just that there shouldn't really be rewards for either side, winners or losers, at least in the normal MMO experience/loot/numbers going up in some column somewhere.   If the game is so terrible to you that if you lose you aren't willing to keep playing unless the game gives you a new gun or some shit, just play something different.


2)  Should the game be fair - Should the game force even teams in terms of numbers and equipment, should it be a free for all where people who have the ability to organize 100 people are going to win all the time, whatever.

This seems basically totally separate from the first point to me.  Something like Starcraft, or Counter-Strike, or some other competitive game needs to be fair.  However, these aren't competitive games in the sense of sport.  These games are about *conflict* not *competition*.    Large scale conflict at that, I think asymmetry is one of the more important parts of replicating a war scenario in a game like Planetside.  I am not at all against some kind of mechanic that requires some sort of strategic advantage so that you can't just go bring 1000 people to the fight and win, or at least mitigates the effect of population imbalance.  Examples would be: WW2O supply lines and brigades which dictate how many units are available to spawn in and from where.  Controlling more adjacent towns lets you attack from more sides, bring in more brigades to reinforce, and thus sustain your attack longer.  Therefore, you have to actually play your strategic cards right to get the best advantage from a population imbalance, where as a lower pop side might be able to force you into one long battle so that you can't make use of your population imbalance (and in fact this is a common tactic when one side in low population in WW2O, get your opponent mired in a long battle in a front where they don't have the strategic advantage, so you mitigate their advantage the best you can).


I guess my point is, I feel like these two things are getting blurred.  For some reason one side is very "hardcore pvp/skill based/unfair" the other side is "casual,accessible, fair"   I actually think that its not so simple, and I'd go as far as to say that hardcore PvP/competition is actually much more "skill based/fair" and that the "unfair" is almost the entire point of a large scale MMOFPS.  In fact, some of my most epic moments in an MMOFPS have arisen from the fact that the game wasn't fair.  I recall holding out in a bunker for a solid 30 minutes with just a few squad mates due to some good shooting and a lot of luck before we were finally overrun.  We were hopelessly outnumbered in that fight, bound to lose, but we held out as long as we could, bought our side a little extra time to set up defenses elsewhere, and had a blast doing it.   On the other side of the coin, I've had a lot fun riding in a transport truck through the enemies factory towns on the last day of a campaign that we were about to win and was all but formally wrapped up, it was a kind of victory lap and simply wouldn't be possible in a totally "fair" situation.




Title: Re: Planetside 2
Post by: 01101010 on January 04, 2011, 08:32:17 PM
"If I don't get a god damn trophy, I am taking my ball and going home"  :why_so_serious:


Title: Re: Planetside 2
Post by: Ratman_tf on January 04, 2011, 09:12:23 PM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?

Because the game is worth playing for its own sake...hypothetically.  Seriously, why did anyone ever play any game before these progression treadmills caught on?  Because we actually enjoyed it!

That's all well and good until the people who win get rewarded with things that make them win more.

Bazingo. Either have rewards for all, or none.


Title: Re: Planetside 2
Post by: Malakili on January 05, 2011, 05:30:59 AM
If you don't get thrown a bone for losing, why participate? Especially when there's competition who do give out 2nd place prizes?

Because the game is worth playing for its own sake...hypothetically.  Seriously, why did anyone ever play any game before these progression treadmills caught on?  Because we actually enjoyed it!

That's all well and good until the people who win get rewarded with things that make them win more.

Bazingo. Either have rewards for all, or none.

Well, I am basically arguing for none, although a strategic victory gives you...a strategic advantage/"reward" and you can't really get around that if you game has a strategic element.


Title: Re: Planetside 2
Post by: Typhon on January 05, 2011, 05:32:34 AM
I think it needs to be more complicated than "everyone wins!" because that will turn off folks that want the victory to have more meaning than just, "we win! ... ok, next game".  I strongly agree that giving winners rewards that make it easier for them to continue winning is bad game design.

I think there needs to be a division between faction success and player success. A faction could be a Shadowbane city-state, or a DAOC faction.

I think faction success should make it harder to continue winning.  Example: The more land a faction holds, the harder it is to keep that land. 

I think if there is some sort of progression, player participation should be rewarded regardless of win/loss.

I think winning should be rewarded with "bragging rights" style rewards.

I wouldn't reject out of hand playing a game where losing might cost you your "bragging rights" rewards if you lose too much.

I think there is a way within all of the above, to encourage teams to be "the right size" rather than "big as big as possible".  Maybe your progression and "bragging rights" rewards are tied to your faction size - so the pool of winnings are divided evenly amongst all members.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 05, 2011, 06:29:18 AM
When did PvP become about making sure no one is injured or everyone is guaranteed to advance?

When developers decided that getting a regular pay cheque was more important than theorycrafting.

I typed out, "when development houses desire for continued existence crushed the fantasy that was 'The Vision'", but decided that MrBW was just trolling.

lillbit.


Title: Re: Planetside 2
Post by: Nebu on January 05, 2011, 07:16:36 AM
Well, I am basically arguing for none, although a strategic victory gives you...a strategic advantage/"reward" and you can't really get around that if you game has a strategic element.

I see the merit in this, but having played DAoC for years also see the potential for trouble.  Rewarding the winner makes the winner stronger in all cases.  It doesn't matter whether you reward the individual or the team. 

I think a better system is to reward the winner of a pvp encounter with something that won't imbalance future encounters.  Give them abilities that enhance combat options, give them resources, give them cash, give them titles, give them trinkets, give them appearance clothing... you get the idea. 


Title: Re: Planetside 2
Post by: Malakili on January 05, 2011, 07:23:28 AM
Well, I am basically arguing for none, although a strategic victory gives you...a strategic advantage/"reward" and you can't really get around that if you game has a strategic element.

I see the merit in this, but having played DAoC for years also see the potential for trouble.  Rewarding the winner makes the winner stronger in all cases.  It doesn't matter whether you reward the individual or the team.  

I think a better system is to reward the winner of a pvp encounter with something that won't imbalance future encounters.  Give them abilities that enhance combat options, give them resources, give them cash, give them titles, give them trinkets, give them appearance clothing... you get the idea.  

How do you do that and actually keep an open world PvP game? (maybe you don't).  If someone takes Fortress X because Fortress X gives you a good staging area for attacks on 3 different towns, and now the opponent has to split their forces to defend 3 possible attacks thats a "reward" for capturing fortress X, even though the game literally gave the team nothing for taking it over.  I think that is how it should work.  Anyone says "Hey guys we took the fortress, everyone get your snazzy new purple camo pants from the chest in the middle" and I'm already unsubscribed because thats just one step away from "lets trade the fortress back and forth with the other team so we can get the ENTIRE purple camo set!"


Title: Re: Planetside 2
Post by: Paelos on January 05, 2011, 07:27:11 AM
In war, the winners do get the advantages. You can't program against that logical truth simply because you are trying to run a game.


Title: Re: Planetside 2
Post by: Nebu on January 05, 2011, 07:31:21 AM
Malakili, I agree with you.  The problem that I see (a big one at that) is that you need some sort of reward system that demonstrates character progression in order to justify a subscription fee.  It's either that or you need to add content at an accelerated rate.  

The classic MMO model provides access to a "more time = greater power" model.  WoW has it, EvE has it, and every other successful subscription model game has it.  I think the key to success with PS2 is to provide both individual and group incentives for players to keep logging on without giving them so large an edge that it generates a dominant senior player population.  

Without this kind of incentive, PS2 will be little more than a large scale FPS battlefield set in the future.  That's all fine and good if you're happy with being a niche game.  I doubt that they are shooting for ~100k subs.  I'd bet they want more.

In war, the winners do get the advantages. You can't program against that logical truth simply because you are trying to run a game.

When you're trying to pay the bills, I think you have to mess with logical convention a bit.  In an FPS, most players will lose more than they win.  If they get discouraged, you money leaves with them.


Title: Re: Planetside 2
Post by: Paelos on January 05, 2011, 07:37:56 AM
When you're trying to pay the bills, I think you have to mess with logical convention a bit.  In an FPS, most players will lose more than they win.  If they get discouraged, you money leaves with them.

Sure, but the only logical end result of leveling the field would be to punish the winners. Unless you could figure out a way to tie a handicap to a pyschological win, or a tangible increase, then you have a problem. In the worst case, you'd have two groups trying to out-lose each other.


Title: Re: Planetside 2
Post by: Nebu on January 05, 2011, 07:42:11 AM
One way to handle it is as Malakili describes.  Turn the game into a war of attrition.  Wins force you to defend larger and larger areas.  Eventually the winners get spread so thin that breaking their lines become possible.  In this way, the losers will "win" enough battles that it will take them longer to be discouraged.  Ironing out the details of the process is where the difficulty comes.  Perhaps class number limitations, vehicle limitations, etc could help keep the balance of power in flux.  Of course, balancing the sides from the start would be a huge improvement from PS as well. 


Title: Re: Planetside 2
Post by: Malakili on January 05, 2011, 07:53:59 AM
Malakili, I agree with you.  The problem that I see (a big one at that) is that you need some sort of reward system that demonstrates character progression in order to justify a subscription fee.  It's either that or you need to add content at an accelerated rate.  

The classic MMO model provides access to a "more time = greater power" model.

I definitely understand this, but for me the reason to pay for an MMO isn't the progression (I can get probably the best progression meta game out there STILL by playing Diablo 2 in my opinion) at the character level, but rather at the world level.  That big persistent world to fight/play in is what I like.  For example, the fact that I can go to www.lagus.org/webmap and check out the WW2O campaign status is the kind of thing that makes a monthly fee worth it. (Not the webmap itself, but the fact that such a webmap is worth having).


Title: Re: Planetside 2
Post by: Nebu on January 05, 2011, 07:57:52 AM
I'm with you.  We're a minority.  That being the case, there are no money hats to be made making a game that pleases us. 

I frequent these and other gaming sites with the hope that some indie house will develop a niche game like WWIIOL done better.  Barring that, I expect to see nothing more than large developers continue to make games to attract the masses.  Financially, I can't blame them.


Title: Re: Planetside 2
Post by: UnsGub on January 05, 2011, 10:28:28 AM
Turn the game into a war of attrition.  Wins force you to defend larger and larger areas.  Eventually the winners get spread so thin that breaking their lines become possible.

Eve and Planetside already so this.  Even some maps in FPS games do this well.  This works well in my opinion.


Title: Re: Planetside 2
Post by: Typhon on January 05, 2011, 11:48:18 AM
I definitely understand this, but for me the reason to pay for an MMO isn't the progression (I can get probably the best progression meta game out there STILL by playing Diablo 2 in my opinion) at the character level, but rather at the world level.  That big persistent world to fight/play in is what I like.  For example, the fact that I can go to www.lagus.org/webmap and check out the WW2O campaign status is the kind of thing that makes a monthly fee worth it. (Not the webmap itself, but the fact that such a webmap is worth having).

I don't think either of you (Malakili and Nebu) are in the minority, I think there are many people (me included) that would like a persistent state war game (FPS, overhead, etc).

The problem is that every time it's been tried before there were too many unresolved issues that ended up making the game implode - 2am pushes against no opposition or having to schedule a battle with the opposition, population imbalance, making land/cities/castles worth taking and defending but not giving the owner an increasing advantage in the war.

I have no interest in playing a game that hasn't learned from mistakes of the past or games that require a large investment in time (I'm simply not able to do that).  I think the developer that can accommodate a persistent state map while allowing folks to log in and participate in the fray without having to dedicate >20 hours/week to the game will do well.


Title: Re: Planetside 2
Post by: Malakili on January 05, 2011, 11:57:04 AM
I think the developer that can accommodate a persistent state map while allowing folks to log in and participate in the fray without having to dedicate >20 hours/week to the game will do well.

I think the tough part is that SOMEONE needs to be spending a ton of time in the game to make it work for everyone else.   


Title: Re: Planetside 2
Post by: Typhon on January 05, 2011, 12:12:42 PM
And how do you reward the people spending all that time without turning off the folks that aren't spending a ton of time in the game (or vice-versa)?  As someone that can not a great deal of time playing games (nor really wants to spend), I can't think of a solution that doesn't suck for one type or the other and spiral into another "casuals versus hardcore" pissing contest.

I rather have AI controlled factions playing something like a turn-based game against each other and the players (and player guilds) are conscripts/mercs that the AI contract as part of the number of 'moves' the AI can make per turn.

I was hoping that WoW battlegrounds were going to be RTS version of that.  The AI would control the serfs and cannon fodder and give orders to the human players (who would be the hero-class units).  It would all play out like a multi-player RTS game.  Boy was I disappointed.


Title: Re: Planetside 2
Post by: DayDream on January 05, 2011, 12:12:53 PM
Eve also has the aspect of accumulated advantage for the winners.  But I don't think it's a problem in that game, unlike other games.  I think a lot of the reason it isn't is the composition of two opposing sides is not static, in Eve.  People switch sides frequently, for reasons both in and out of game, and things like accumulated advantage, or disadvantage, are dispersed.

In the discussion I'm seeing here, the assumption being made is that a player's allegiance to their side is absolute.  I think taking that requirement out, and instead letting players be more mercenary in their support, is an option to consider.

One puzzle about a free allegiance world is how conflict is driven.  Eve China apparently had one monolithic powerblock, and effectively no warring factions.  Eve original does not have that, and the difference between the two may be illuminating.


Title: Re: Planetside 2
Post by: Malakili on January 05, 2011, 12:36:57 PM
And how do you reward the people spending all that time without turning off the folks that aren't spending a ton of time in the game (or vice-versa)? 

By...removing progression from the game.  In WW2O those people who spend all the time are a very select group (that changes over time) of players that are promoted to High Command and run the strategic side of the game for their side.  They basically make everything  "go" but in the end nothing they do matters unless their are boots on the ground making stuff happen.  If you have 3 hours a week to play, you can jump in, ask where you are needed, and spawn in, no fuss no muss. 

Again, aside from "successful MMOs have progression" is there any reason to have it?   Does it add anything to the game? 


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 01:14:01 PM
The reason there is progression is because players want it. I understand the ideal that it isn't *necessary* to the game, but games are made to make money, especially MMOs, not for the art of it, and players love to have some identifiable source of advancement to add value to their time and give them a sense of worth.


Title: Re: Planetside 2
Post by: Typhon on January 05, 2011, 02:20:38 PM
I prefer to play games with some sort of progression.  I understand that it's not actual progression, that it's just an illusion, but it still makes the game seem deeper.  I don't even really think that it would necessarily have to be tied to combat.  Maybe my social standing within the game was increasing, rather than my combat abilities.

The later COD games are more interesting because of the progression.  The last UT wasn't as interesting because it didn't have it.


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 03:27:12 PM
Modern Warfare #1 set a new standard in a good progression system. Like entertainment crack!


Title: Re: Planetside 2
Post by: Ratman_tf on January 05, 2011, 04:00:57 PM
In war, the winners do get the advantages. You can't program against that logical truth simply because you are trying to run a game.

To my mind, the answer is to reward the losers so that the power-gap becomes smaller. If, to put some completely arbitrary numbers to it, taking a Keep gives the winning team +100, and losing the keep gives you +99, then the winning team is only 1 out of 100 ahead. Not so bad. If taking the Keep gives the winning team +100, and nothing but a teabagging for the losers, then the losers are 100 behind.

I'm not gonna pretend that making specifics from an abstract like that is easy, but I think the idea is sound.


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 04:54:40 PM
It is a central tenet of gaming that, when you start to play, things are fair for you and everyone else at the start of the game, and everything that comes after that is a consequence of your decisions or chance or whatever factors affect the flow of the game, *until the game ends.* The game *needs* to end at some point to reset the fairness.

"Winners" and "losers" are only determined *after the game has been played.* If you start a game already a winner or a loser, or at a severe advantage / disadvantage you had no control or influence on... how is that fair?

Example of a good system: EVE Online's High-Sec space helps mitigate the open-PvP nature of the rest of the game. You have someplace you can go where you are able to enter the more hazardous, winner-takes-all, fairness-not-guaranteed environment of 0.0... on your terms.

This is the central problem of an open-PvP world. Fuck, it's why I stopped playing Ultima Online. Winners LOVED Ultima Online. Losers hated it. But you know what Origin loved? Players paying a subscription fee regardless of status. The only way you get that is by being fair to all your customers.

WoW does this *in spades*: dungeons, raids, battlegrounds, arenas. You can start at an advantage or disadvantage but the game does the best job possible to make it fair for you. At the very least fairness is guaranteed (or attempted in the design - Alterac Valley and other non-mirrored environments) from non-player variables, such as environment, start position, mob positions, etc.


Title: Re: Planetside 2
Post by: Kageru on January 05, 2011, 05:33:12 PM

WoW also resets the game each expansion, which helps provide a cap on power differentials.

I'm increasingly of the mindset that it is impossible to have a non-niche open world persistent PvP game. There needs to be progression to keep people playing and paying. But given the lack of control over conflict, and the human ability to game any automated controls, power will inevitably flow to those who are willing to invest scary amounts of time, often at times chosen by the opponent and thus requiring some RL sacrifices, and thus freeze out the majority of the player-base.

Battlefields you can balance. Numbers and even gear / skill can be arranged to be equal and the results of many smaller conflicts fed back into some meta-strategy layer (the world of tanks and global agenda model). It also allows solutions for the problems of time-zone differences and zerg / server overloading to be formulated. You do lose the immediacy of a epic scale battle, but it's likely to be the more popular game.

Example of a good system: EVE Online's High-Sec space helps mitigate the open-PvP nature of the rest of the game. You have someplace you can go where you are able to enter the more hazardous, winner-takes-all, fairness-not-guaranteed environment of 0.0... on your terms.

No, Eve is pretty much broken as well. When the dominant determiner of strategic power becomes a 12 billion+ Isk ship, piloted by an alt with 2+ years of continuous subscription, power will naturally flow towards those holding lucrative space or already flush with such things. The possibility of a null-sec power who has lost that capability making a come-back, or a new power emerging, becomes increasingly marginal.


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 05:59:44 PM

WoW also resets the game each expansion, which helps provide a cap on power differentials.

...

No, Eve is pretty much broken as well. When the dominant determiner of strategic power becomes a 12 billion+ Isk ship, piloted by an alt with 2+ years of continuous subscription, power will naturally flow towards those holding lucrative space or already flush with such things. The possibility of a null-sec power who has lost that capability making a come-back, or a new power emerging, becomes increasingly marginal.


Good point on the first.

On the second, I'm confused. My point was that 0.0 is unfair, and that it is, ultimately, the player's choice to enter back into that unfair environment. But there is still some place where they can login and the conditions remain relatively stable and consistent from the last time they logged out, where no such guarantee is made in 0.0.

There might be details I'm missing, but I'm speaking to the concept rather than the exact implementation. High-Sec to 0.0 would be similar to, say, a WoW PvE zone with static merchants and consensual PvP to a perpetual battleground where territory is controlled by guilds. Not an exact comparison... but do you understand what I'm saying? UO might've been a better comparison: PvE vs. No Man's?


Title: Re: Planetside 2
Post by: Malakili on January 05, 2011, 07:22:47 PM
I prefer to play games with some sort of progression.  I understand that it's not actual progression, that it's just an illusion, but it still makes the game seem deeper.  I don't even really think that it would necessarily have to be tied to combat.  Maybe my social standing within the game was increasing, rather than my combat abilities.

The later COD games are more interesting because of the progression.  The last UT wasn't as interesting because it didn't have it.

See, I pretty much am exactly the opposite of this.  COD Black Ops for instance, which I like from a mechanics stand point has an absolutely pointless progression system that acts as a cock block until you play an arbitrary amount.   There is no reason not to just allow people to play the game with all weapons available right from the beginning.   If you seriously feel like the game is any deeper because it makes you collect COD bucks before you can use a weapon, we are different on a fundamental and irreconcilable level.

Let me be clear that I'm ok with games that have progression, like RPGs.   But when you are tacking on progression because a bunch of rats like to press the XP gain lever over and over again, I start to develop a twitch in my eye brought upon from trying to control my rage.


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 08:20:25 PM
Let me be clear that I'm ok with games that have progression, like RPGs.   But when you are tacking on progression because a bunch of rats like to press the XP gain lever over and over again, I start to develop a twitch in my eye brought upon from trying to control my rage.

Ok, so your point is that you are not a part of the majority, a majority that, as one possibility, wants to spend their free time shutting their brains off from the stress and rigors that dominant the rest of their lives because being good at a video game isn't that important to them.

Let me ask: Is the point of a video game to entertain?


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 08:33:08 PM
I'm trying to make a point with Malakili, Nebu.


Title: Re: Planetside 2
Post by: Nebu on January 05, 2011, 08:37:45 PM
I'm trying to make a point with Malakili, Nebu.

Post deleted.  My bad. 


Title: Re: Planetside 2
Post by: Kageru on January 05, 2011, 09:11:43 PM
On the second, I'm confused. My point was that 0.0 is unfair, and that it is, ultimately, the player's choice to enter back into that unfair environment. But there is still some place where they can login and the conditions remain relatively stable and consistent from the last time they logged out, where no such guarantee is made in 0.0.

I think the difference is you were talking about it as a safe-zone (you can avoid getting beaten) and I was more thinking of it as a place from which you can get back into the game. In Eve empire is a safe zone, and provides the bulk of their subscriptions I believe, but as a platform to become a competitor in null-sec not so much because the established null-sec powers (and to a lesser extent players) are reaping the reward for winning and investing (some of it) in stupid numbers of excessively large ships. So while a player still has some options because they can join established alliances the null sec space narrows as a defeated competitor is unlikely to make a comeback... barring perhaps internal rot on their part.

So it was probably my fault in not making it clear I was talking about alliances (and players to a lesser extent in terms of the expectations of what they personally can provide).


Title: Re: Planetside 2
Post by: LK on January 05, 2011, 09:21:42 PM
I see what you mean. A singular power could, theoretically, take over all of the null-sec space with enough people, and the only way to break that is if there is if a faction splinters and goes to war with each other. But all the experience and assets are being funneled into the big boys.

If someone "wins"... would they reset the game? Or does it become EVE Online: My Life In The Empire? I couldn't tell how possible it would be for an effective rebellion to form and exist with their system of mechanics.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 05:25:54 AM


Ok, so your point is that you are not a part of the majority, a majority that, as one possibility, wants to spend their free time shutting their brains off from the stress and rigors that dominant the rest of their lives because being good at a video game isn't that important to them.

Let me ask: Is the point of a video game to entertain?

Sure?  I don't really know what that means though.  Its not really entertaining for me to shut my brain off though.   No matter what I do, I try to improve at it, thats just how I roll, whether its professional or leisure.


Title: Re: Planetside 2
Post by: Typhon on January 06, 2011, 05:40:56 AM
[snip]

There is no reason not to just allow people to play the game with all weapons available right from the beginning.   If you seriously feel like the game is any deeper because it makes you collect COD bucks before you can use a weapon, we are different on a fundamental and irreconcilable level.

Let me be clear that I'm ok with games that have progression, like RPGs.   But when you are tacking on progression because a bunch of rats like to press the XP gain lever over and over again, I start to develop a twitch in my eye brought upon from trying to control my rage.

What I remember from COD: MW that many of the earned weapons were actually not as good as the weapons you started with. (I could be remembering wrong, and there were some weapons that were better)
What I remember from COD: WoW the Tommygun was really all you needed unless you were going sniper and sniper opened up very quickly. (but I was a scrub player, so maybe there were better weapons at the top of the tree)

So, if a developer recognizes very good reasons why weapon progression doesn't make sense in his/her game, then it doesn't make sense and some other means of "progression" should be considered to appeal to the inner player rat so as not to break the game.  Achievements don't really appeal to me (unless they provide something tangible - even if it's just a vanity item), but they don't hurt anything, so I think they are worthwhile to tack on to games.

In a PvP game that focuses more heavily on player skill it definitely makes sense that all players have access to a base level of weapons that are as good in most situations as any weapon available.
In a PvP game where leveling is part of the competition it doesn't.

Whether or not there is progression is not binary.  It doesn't have to be weapons.  It doesn't have to be levels.  ... it's just been that way for 90% of the games that exist.

I think conversationally we both have our soft spots.  You hear "progression" and think Diku/WoW loot and say, "not in my open world PvP game you don't!".  I hear, "open world PvP" and think,  "one faction wins! (Shadowbane), population imbalance (DAOC) and 2 am raids (DAOC)".  Obviously I'm focused more on my points.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2011, 06:09:43 AM
One of Planetsides rules was no power progression. Everything, was progression to expand options.

Not sure why you guys are debating it.  They had this in 03.

When you have all the systems it had to use for balance, you do not need endless numbers to fight or counter endless numbers on things. If they change this basic tenant in the new version, it won't be Planetside.


Title: Re: Planetside 2
Post by: Lantyssa on January 06, 2011, 06:36:28 AM
It'll be as much Planetside as EQ2 was EQ, anyways.


Title: Re: Planetside 2
Post by: Nebu on January 06, 2011, 06:58:08 AM
If they change this basic tenant in the new version, it won't be Planetside.

I know that you loved Planetside, but the most stupid thing they could do is to make Planetside 2 like Planetside.  Planetside wasn't the money maker that it needed to be.  It lacked a hook to hold subscribers from the mainstream.  It was very much a niche game.  If they target that audience again, this game will underperform... again. 


Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2011, 07:06:27 AM
If they change this basic tenant in the new version, it won't be Planetside.

I know that you loved Planetside, but the most stupid thing they could do is to make Planetside 2 like Planetside.  Planetside wasn't the money maker that it needed to be.  It lacked a hook to hold subscribers from the mainstream.  It was very much a niche game.  If they target that audience again, this game will underperform... again.  

Yes, but that was not the reason.

The problems it had were: No update path due to engine and pre-development choices (Built as a one off game, Did you know the game had NO streaming from the disk and all assets were preloaded?). No command level or emphasis on empire level goals. "Quirky" Physics and shooting model (Due to the time it was made and how they overcame limitations of the time in regards to player counts). Unneeded expansion that added more terrain to an already huge world and had bad level design to boot. Erosion of the team based foundation. The subscription model. Stagnation due to all of the above. Emphasis on kill/death or appeasement of session based players.

There was nothing wrong with the game progression system, style of game play, balance, accessibility or variety of play.  This is why people LOVED the title. The above is why people left.

If you put a DIKU RPG combat/grind in my shooter, ill hunt you down.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 06, 2011, 07:25:45 AM
Yeah I would agree with that.

Planetside was a solid concept, but it had a bad technical foundation and bad execution, making it overall a fairly poor game that did not compete well with other leading FPS games and did not justify a subscription.

With a better engine, some design and mechanical fixes, and regular quality/interesting content updates it could work.


Title: Re: Planetside 2
Post by: Sky on January 06, 2011, 08:24:02 AM
I'll also have to agree with BW on that one.


Title: Re: Planetside 2
Post by: Typhon on January 06, 2011, 09:24:40 AM
[snip]
If you put a DIKU RPG combat/grind in my shooter, ill hunt you down.

I'm not arguing for this.  The Planetside 1 progression path that gave more options but not more power sounded fine to me.  What I heard Malakili describing was a game with no progression (although maybe he wasn't saying that).

I'm arguing that just saying "open world PvP" and not defining systems that prevent one faction from dominating the entire game leaves me cold.  I won't play a game where it's up to the player base to figure that shit out.  Population imbalances, 2am raids and making the winner more powerful are the more obvious pitfalls.  Counter to that, creating a game that is just about meaningless little skirmishes is the other side of that coin.  I also don't want a game that comes down to keep trading.

Somewhere there is a design that accommodates both (negative feedback on winning, but making players strongly want to win).  I think that the game I'm describing has another system with a power progression - but doesn't have a feedback to combat.  To progress in that system, you need more land.  To get more land you need to win at combat.  The more land you hold, the harder it is to hold that land (or get more).


Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2011, 09:37:43 AM
Somewhere there is a design that accommodates both (negative feedback on winning, but making players strongly want to win).  I think that the game I'm describing has another system with a power progression - but doesn't have a feedback to combat.  To progress in that system, you need more land.  To get more land you need to win at combat.  The more land you hold, the harder it is to hold that land (or get more).

That was already in with the addition of the lattice system, the bases having chained effects, and capital cities and locked continent benefits. There just needed to be more.

IE: You can't pull a heavy tank with out a tech base connected. ETC... It was also very a very good idea to cut the lines to any Tech base your opposition had.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 09:50:28 AM
[snip]
If you put a DIKU RPG combat/grind in my shooter, ill hunt you down.

I'm not arguing for this.  The Planetside 1 progression path that gave more options but not more power sounded fine to me.  What I heard Malakili describing was a game with no progression (although maybe he wasn't saying that).

I'm arguing that just saying "open world PvP" and not defining systems that prevent one faction from dominating the entire game leaves me cold.  I won't play a game where it's up to the player base to figure that shit out.  Population imbalances, 2am raids and making the winner more powerful are the more obvious pitfalls.  Counter to that, creating a game that is just about meaningless little skirmishes is the other side of that coin.  I also don't want a game that comes down to keep trading.

Somewhere there is a design that accommodates both (negative feedback on winning, but making players strongly want to win).  I think that the game I'm describing has another system with a power progression - but doesn't have a feedback to combat.  To progress in that system, you need more land.  To get more land you need to win at combat.  The more land you hold, the harder it is to hold that land (or get more).

I'm definitely arguing in favor of a game with no *character* progression, but progression in itself isn't going to make me stop playing if its done in a minimally obtrusive manner.  It seems to me that a lot of the pitfalls you are talking about can be AVOIDED if there is minimal progression.  Casual and hardcore players get no advantage in terms of gear or skills, so in a given fight you have more or less equal standing.  As for the design in the last paragraph there, I'd be perfectly happy with that kind of thing. 

As for the progression that gives more options instead of power, I'm ok with that in that it won't drive me away from a game and I prefer it greatly to power progression in a PvP game.  That being said, I'd still prefer just to give everyone those options from the beginning instead of arbitrarily making them play X amount of hours before they get access to it.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 10:04:51 AM
Sure?  I don't really know what that means though.  Its not really entertaining for me to shut my brain off though.   No matter what I do, I try to improve at it, thats just how I roll, whether its professional or leisure.

Entertain: (http://dictionary.reference.com/browse/entertain) to hold the attention of pleasantly or agreeably; divert; amuse.

OK, so you take everything you do seriously. Why is what entertains you what should entertain someone else? That is to say: why would you judge other people based on how seriously they take their entertainment?

Addendum: I see you arguing a lot for what you want rather than what's best for the game... at least, a successful game designed to be played by a mass audience. If we were talking about a game designed exclusively for you and people like you, we wouldn't be talking about Planetside. We'd probably be talking about something like Football or Basketball or other games designed around personal and team skill.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 10:14:50 AM
No command level or emphasis on empire level goals.

It has been my experience that a large percentage of people do not play games for empire level goals. Your faction and empire are a cosmetic choice, one of expression or exploring the capabilities of the faction / empire (Ohhh, lightning gun!), rather than one derived from loyalty and servitude. WoW experimented with this for Silithus World PvP. It died shortly after the "new" wore off and people had no personal reason to be there.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 06, 2011, 10:25:15 AM
That was already in with the addition of the lattice system, the bases having chained effects, and capital cities and locked continent benefits. There just needed to be more.

IE: You can't pull a heavy tank with out a tech base connected. ETC... It was also very a very good idea to cut the lines to any Tech base your opposition had.

Exactly, and it was balanced because heavy tanks, while cool and giving you more tactical options & a slight strength advantage, could still be taken down pretty easily by no-tech infantry taking cover and using easily available anti-tank weapons, so teched up teams didn't have a huge advantage vs no-tech teams. Add a good point reward system where taking down a heavy tank on foot, gives you a bonanza of points compared to sitting in a heavy tank and mowing down people, and skilled players will stick to basic but crucial roles like anti-tank, healing and hacking, instead of just bee-lining for killing machine vehicles. Voila, balance.

Success should give you access to cool, fancy tech items, vehicles, buildings & other prestigious gimmicks, but they shouldn't be overpowered to basic items. Also losing teams should be given incentive to gun for high flyers with their just as effective basic weapons, to keep them in check.

Voila, incentives & balance.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2011, 10:30:05 AM
Apples and oranges. Can you please stop using Wow as a comparison, its faulty from the core. Wow for the most part is not PvP, Its PvG (player VS gear). It has had even less incentive for caring about your faction than Planetside did, its ENTIRE reward system is for the individual.

Planetside had, before same server cross faction alts were allowed, had a very strong loyalty base for the factions. Even propaganda machines. The Lack of commitment or caring as you put it, was because there was nothing to care about (anymore, it had one, but also needed more).

Thats the part of the point.

The other part is irrelevant to loyalty, and pertains directly to longevity of the game. If there is no empire level goals, there are no long term goals, only short term individuial, or squad/outfit level ones.

It is exactly what WW2OL address with campaigns, and it is what Global agenda addresses with the AvA seasons.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 10:34:49 AM
Sure?  I don't really know what that means though.  Its not really entertaining for me to shut my brain off though.   No matter what I do, I try to improve at it, thats just how I roll, whether its professional or leisure.

Entertain: (http://dictionary.reference.com/browse/entertain) to hold the attention of pleasantly or agreeably; divert; amuse.

OK, so you take everything you do seriously. Why is what entertains you what should entertain someone else? That is to say: why would you judge other people based on how seriously they take their entertainment?

Addendum: I see you arguing a lot for what you want rather than what's best for the game... at least, a successful game designed to be played by a mass audience. If we were talking about a game designed exclusively for you and people like you, we wouldn't be talking about Planetside. We'd probably be talking about something like Football or Basketball or other games designed around personal and team skill.

 When push comes to shove in real life am I going to judge people on their entertainment, no.  But on an internet forum dedicated to video games, in a thread talking about a specific game (an a bit generally a genre since there isn't much info to go on yet), damned if I won't argue damned forcefully for the kind of game *I* want, and throw around jabs at people who I think are driving games that could be the way I want them to be junk I'm not interested in playing

Whats "best for the game" is totally irrelevant to me if it isn't a game I want to play in the first place.  

Also - I don't think the game I want is anything like a sport, its in fact almost the exact opposite of sport-like PvP (e.g Starcraft).  I like those kinds of games,but this is totally different.


Title: Re: Planetside 2
Post by: Nebu on January 06, 2011, 10:40:35 AM
If you put a DIKU RPG combat/grind in my shooter, ill hunt you down.

Don't blame me.  Blame the masses for preferring these mechanics.  The success of PS2 will depend entirely on how many people they can attract and keep in the game.  If that number of players is greater with a PS affixed to a diku grind, then what's to keep the developers from moving in that direction.  I'm all for making good games, but this is a business.  A business with a huge up front investment.  I'd think that market research would show that your greatest chance at success would be at linking FPS mechanics to a popular character development scheme.

In other words, I hope that you get the game you want with lateral progression that doesn't alter a power curve.  I want that as well.  I'm just not convinced that is what this game will ultimately be.   



Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2011, 10:49:49 AM
Wasn't blaming you. But DIKU RPG Shooters have shown time and time again to not hit any sort of critical mass, RPGers get whooped, and Hardcores won't touch it. Again, Plantside was ahead of its time and extremely unique. Its problems was not this.

I think smead knows this, and because hes letting current subscribers in the alpha/beta first, they won't let him forget it.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 10:56:08 AM
If you put a DIKU RPG combat/grind in my shooter, ill hunt you down.

Don't blame me.  Blame the masses for preferring these mechanics.  The success of PS2 will depend entirely on how many people they can attract and keep in the game.  If that number of players is greater with a PS affixed to a diku grind, then what's to keep the developers from moving in that direction.  I'm all for making good games, but this is a business.  A business with a huge up front investment.  I'd think that market research would show that your greatest chance at success would be at linking FPS mechanics to a popular character development scheme.

In other words, I hope that you get the game you want with lateral progression that doesn't alter a power curve.  I want that as well.  I'm just not convinced that is what this game will ultimately be.   



Thats fine, I just won't play it.  But seeing as there is almost not a single other game on the market coming up that even has the chance to be something I *really* want (Tribes Universe I guess), this is one of the few hopes I have.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 11:06:08 AM
When push comes to shove in real life am I going to judge people on their entertainment, no.  But on an internet forum dedicated to video games, in a thread talking about a specific game (an a bit generally a genre since there isn't much info to go on yet), damned if I won't argue damned forcefully for the kind of game *I* want, and throw around jabs at people who I think are driving games that could be the way I want them to be junk I'm not interested in playing

Whats "best for the game" is totally irrelevant to me if it isn't a game I want to play in the first place.  

Also - I don't think the game I want is anything like a sport, its in fact almost the exact opposite of sport-like PvP (e.g Starcraft).  I like those kinds of games,but this is totally different.

I don't see how the environment should give you a pass on how you conduct yourself. Are you implying you're a different person when you sit down behind a keyboard and write your thoughts?

If not, should I be taking you more or less seriously when you judge other people on their entertainment and speak only for your needs *while in a discussion about what would be best for Planetside?*


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 11:18:21 AM
*while in a discussion about what would be best for Planetside?*

I was not under the impression this discussion had anything to do with that, this discussion is and has always been for me "What do I want the game to be." 

I'll be leaving now, and when you guys figure out the formula for the 100 million dollar earning Planetside sequel, let me know.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 11:22:27 AM
this discussion is and has always been for me "What do I want the game to be." 

And that's the problem right there, and I'm willing to bet isn't exclusive to you.

It's a very compelling mystery what a successful "Planetside" would be like, one I'm certain the game industry hasn't solved. That's what I want to talk about.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 11:31:57 AM
It is exactly what WW2OL address with campaigns, and it is what Global agenda addresses with the AvA seasons.

OK, let's address empire goals. First, we need to identify not only how you can make an individual care for the group they are a part of, but why they should. Whatever the goals are is irrelevant. What matters is subscribing a person to them so that they put personal goals aside for the goals of their empire.

The disconnect I'm having is: What type of person invests their time in long term goals in a video game?


Title: Re: Planetside 2
Post by: Sky on January 06, 2011, 11:35:07 AM
I know step one in creating a successful PS2.

"Embrace the niche"

If you try and pull a Trion, it ain't gonna happen. The fanbase for a PS2 is going to be a niche of several niches. It's a difficult sell to investors because you're looking at a WWIIOL or Eve pitch, rather than, well, anything else. With VCtards getting their panties all moist over ZOMGville and WoW-killers, good luck. But, if you can do it right (addressing many of the faults BW lists with the original product, mostly from a technical standpoint), you can stake out a solid five+years earner and enough goodwill for a PS3.

But, you know, the game development is not rife with good business decisions.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 11:57:59 AM
It is exactly what WW2OL address with campaigns, and it is what Global agenda addresses with the AvA seasons.

OK, let's address empire goals. First, we need to identify not only how you can make an individual care for the group they are a part of, but why they should. Whatever the goals are is irrelevant. What matters is subscribing a person to them so that they put personal goals aside for the goals of their empire.

The disconnect I'm having is: What type of person invests their time in long term goals in a video game?

Ok - I'm back in this discussion, and I'll try to do it on your terms.  My response last time was a bit harsh because this isn't the best day ever and my temper is short.  Anyway, on topic:

Ok, I wrote some stuff up and didn't like it - starting over...

I don't know how you can "force" people to care about their team/empire/side goals.  I think its less about making them care more for the empire goals above their own and more about aligning the two.  Its incredibly difficult for me to think of mechanics to achieve this because for me its just how I am in a team game of any kind, I suddenly want my team to win regardless if its something like Team Fortress 2, Pinochle, Pick up Basketball, intramural floor hockey.  Maybe I've been under the illusion that people like these kinds of games for the team element, but I just always assumed that was the draw, because its why I play or played them.  

ETA:  This applies for me in games like WoW as well.  I liked raiding because it gave me team goals, take down this boss, learn this encounter, etc.  It even gave my crafting professions a bigger purpose (make flasks for the raid).  I could've jumped ship for some slightly better guilds if I wanted at some point, but my guild wat *my team* and I wanted to stick with them through good and bad (and we had plenty of both).   When I quit raiding in WoW there was already the heroics + badges meta game in place, but even though I could continue progressing my character, it just got stale and boring really quick because I didn't have that bigger picture to care about.

I'm open to suggestions, but I have to agree with Sky a bit.  I think if you are going to make a game like this you need to at some level assume a playerbase that wants to play your game, rather than trying to "trick" people who don't actually like your game (and by this I mean the empire v. empire game), into participating through some kind of hand waving.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 06, 2011, 12:26:41 PM
You can make people care about the team in a FPS by having team success unlock new vehicles, weapons and other prestige items.

Your team captures X factory base and now you can make your own X model heavy tank assuming you have enough resource points or whatever. So if you want to drive around in X heavy tank, you need to capture and defend that kind of factory city.

You want to try a new experimental prototype heavy tank? Well now you need to capture the tech lab that's on the factory lattice. So when your commanders try coordinate an attack on this factory, you have some interest in following orders if it will help ensure success.



Title: Re: Planetside 2
Post by: 01101010 on January 06, 2011, 12:58:03 PM
Bring back Sporkfire and Smokejumper and I'll be happy  :awesome_for_real:



Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2011, 01:01:15 PM
Bring back Sporkfire and Smokejumper and I'll be happy  :awesome_for_real:



And ant bombs.


Title: Re: Planetside 2
Post by: UnsGub on January 06, 2011, 01:15:09 PM
I don't know how you can "force" people to care about their team/empire/side goals.  I think its less about making them care more for the empire goals above their own and more about aligning the two.  Its incredibly difficult for me to think of mechanics to achieve this because for me its just how I am in a team game of any kind, I suddenly want my team to win regardless if its something like Team Fortress 2, Pinochle, Pick up Basketball, intramural floor hockey.  Maybe I've been under the illusion that people like these kinds of games for the team element, but I just always assumed that was the draw, because its why I play or played them.

Well for starter you force them into a team/empire/side.  PS and Eve already do this and it works.  PvP by default has an opposing team(s) of one or more.  Humans are drawn to groups from the planet, nations, cities, family, etc.  American pro sports is all about location.  Location\timezone draw is common in MMOs already.  Just put in some type of structure made up or real and people will join up.  PS already had a working system for balancing out number per side so one could join the zerg or find 5 to 1 or 1 to 5 odds.  There is a draw for team play as it provides challenges and rewards that are not possible for an individual.  American pro sports already breaks down team and individual rewards very well and the top of the list is the number one team in the world.   There is really no need to "force" people.  There are whole industries setup to supply people with news about teams in sports.  CAOD is a good example from Eve.  Make group A, B, C and someone from one of the groups with say their group is better then the other groups and rest is history.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 01:16:34 PM
I don't know how you can "force" people to care about their team/empire/side goals.  I think its less about making them care more for the empire goals above their own and more about aligning the two.  Its incredibly difficult for me to think of mechanics to achieve this because for me its just how I am in a team game of any kind, I suddenly want my team to win regardless if its something like Team Fortress 2, Pinochle, Pick up Basketball, intramural floor hockey.  Maybe I've been under the illusion that people like these kinds of games for the team element, but I just always assumed that was the draw, because its why I play or played them.

Well for starter you force them into a team/empire/side.  PS and Eve already do this and it works.  PvP by default has an opposing team(s) of one or more.  Humans are drawn to groups from the planet, nations, cities, family, etc.  American pro sports is all about location.  Location\timezone draw is common in MMOs already.  Just put in some type of structure made up or real and people will join up.  PS already had a working system for balancing out number per side so one could join the zerg or find 5 to 1 or 1 to 5 odds.  There is a draw for team play as it provides challenges and rewards that are not possible for an individual.  American pro sports already breaks down team and individual rewards very well and the top of the list is the number one team in the world.   There is really no need to "force" people.  There are whole industries setup to supply people with news about teams in sports.  CAOD is a good example from Eve.  Make group A, B, C and someone from one of the groups with say their group is better then the other groups and rest is history.

I don't really disagree with this, but Lorekeep seems to think otherwise.


Title: Re: Planetside 2
Post by: Sky on January 06, 2011, 01:51:56 PM
Allowing multiple factions on a single account is definitely on the list of PS fuck-ups. I know it was a tough decision with the server merges, but still.

Also, with the blood bowl stuff, I can't help but wish there were a game that played like PS with the WH40k license. I'm not sure GW would allow such awesomeness, though.


Title: Re: Planetside 2
Post by: Ratman_tf on January 06, 2011, 02:11:17 PM
No command level or emphasis on empire level goals.

It has been my experience that a large percentage of people do not play games for empire level goals. Your faction and empire are a cosmetic choice, one of expression or exploring the capabilities of the faction / empire (Ohhh, lightning gun!), rather than one derived from loyalty and servitude. WoW experimented with this for Silithus World PvP. It died shortly after the "new" wore off and people had no personal reason to be there.

Silithus was excrement. WoW has bungled world PvP pretty goddamn badly.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 02:58:09 PM
I just always assumed that was the draw, because its why I play or played them.

It would be if the game was made specifically for people like you, was populated by people like you, and had no other type of gamer supported.

You can make people care about the team in a FPS by having team success unlock new vehicles, weapons and other prestige items.

Your team captures X factory base and now you can make your own X model heavy tank assuming you have enough resource points or whatever. ... So when your commanders try coordinate an attack on this factory, you have some interest in following orders if it will help ensure success.

My immediate questions to you (and keep in mind this is in the context of a PERSISTENT, UNENDING WAR):
1. Why would someone join a poorly-performing team, assuming they know it's poorly-performing, when they can join the winners and get all the toys right away?
2. Why would you divide your player base between attack and defense? The ideal place for all players to be is on the front lines engaged in conflict.
3. What would you do to create an incentive for people to defend a base that grants an unlocked incentive that doesn't break personal progression or make the game boring for the player, assuming the front line has moved away from the incentive-granting base?

You can ignore all those and just answer me this: Why would a soldier listen to their commanders about what's best for the team? What stops them from performing an action *they* think is best for the team? Why would a person follow instead of lead?

Well for starter you force them into a team/empire/side.  PS and Eve already do this and it works.  PvP by default has an opposing team(s) of one or more.  Humans are drawn to groups from the planet, nations, cities, family, etc.  American pro sports is all about location.  Location\timezone draw is common in MMOs already.  Just put in some type of structure made up or real and people will join up.  PS already had a working system for balancing out number per side so one could join the zerg or find 5 to 1 or 1 to 5 odds.  There is a draw for team play as it provides challenges and rewards that are not possible for an individual.  American pro sports already breaks down team and individual rewards very well and the top of the list is the number one team in the world.   There is really no need to "force" people.  There are whole industries setup to supply people with news about teams in sports.  CAOD is a good example from Eve.  Make group A, B, C and someone from one of the groups with say their group is better then the other groups and rest is history.

Forcing a choice on a side doesn't mean they're obedient, which is what you need to support empire goals. A player picking a side is often an uninformed choice. The most logical reason someone picks a side is not because of subscribing to a group's ideology (why would they care?), but more personal factors, like what their character can do, what their character will look like, or how that group is performing (people want to be on the winning side). For example, in TF2, what would make someone pick Red over Blue, assuming they had no access to score, class composition, or any other data that indicates the performance of the team prior to joining? They're exactly the same. I would choose Blue because its my favorite color. Different people would have different reasons, but ultimately would be focused on personal preference.

Let's leave incentives out of it for now, because you're only reinforcing my point by giving a person additional data to influence their decision to reinforce a personal goal, which has nothing to do with giving them a reason to do things to the benefit of the team.

What makes American Sports Teams works is a structure wherein any player not acting as part of the team would find his ass fired or not renewed on his contract. They wouldn't be able to play or compete. You can't have that in a video game, though.

To sum up: when creating or managing a team to compete, does the team choose the player, or the player choose the team? What happens if the team had no choice to the quality or skill of the players it received, or its leaders, and was forced to keep people who didn't work for the team? (Answer: Planetside and every open-world PvP game of NPC faction vs. NPC faction ever)


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 03:02:41 PM
I should define Commanders / Leaders as the representative of the team's interests and the one giving the Empire Goals to the player. And man, if that was a computer? Man.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 03:28:59 PM
Can we ditch the sports analogy for a game like this, it isn't even remotely applicable in terms of players. (I think the point about sports FANS might apply, why am I a NY Giants fan? For absolutely no other reason than that I grew up in New York)

I say dump people on the side with fewer players, maybe allow you to specify a friend at team creation, and if you know someone specifically that you want to play with, it lets you join that faction instead, I dunno, thats not well thought out, I'm just acknowledging the need to allow people to play with who they want.  I'd say the factions should be more or less equal anyway in terms of gear.  You mention choosing blue in TF2 because you like blue, but I've hit the random button every single time I wasn't playing with a person I know and been perfectly happy with that, it wouldn't even have occurred to me to join the team based on which color I like more.   Since the "teams" in this game are huge (basically "factions") we don't need to worry too much about individual skill differences because its fair to assume that across the entire faction it more or less evens out.  Even if you have some sort of elite clan on your side, they might win you a few battles, but they won't win you the entire war.

To answer your questions specifically:

1. Because the game is more fun when the teams are even then when one team is roflstomping, for both sides.

2. I just don't agree with this, it seems to me like any large scale strategic game would need some things attacked and some thigns defended at all times, I don't view this as a problem.  People that enjoy being on the front lines can spawn in there, people that enjoy defending can spawn in there.

3. Have enemy presence set of a slight early warning system so that people to spawn into objectives to defend in time if they are X distance behind the front lines, so they don't need defending at all times.   Surprise attacks would still be worth it because you'd have the tactical advantage of having a plan, and of catching them off guard, even if they are spawned in there.

4. Following is perfectly fine, I do it all the time in WW2O.  You should listen to the commanders because its fun to work as a team towards objectives, and you need a leader to coordinate people to do things quickly.  If this is such a big deal for you, don't play.   Yeah, I'm resorting to that for this one.  Why are there raid leaders in WoW?  Why do people give the tank lead in a heroic so he can mark targets in WoW?  This is perfectly common in MMOGs as it is.  If you give people reasonable objectives, they'll do them, if they can't, well they CAN do whatever they want, but they'll quickly find its a crappy way to play the game.   If you just want to be all john rambo and go I KNOW WHATS BEST LOLOLOL, then peace out and the game will do fine without.   

If we absolutely MUST come up with a mechanic to support it, how about something along the lines of  (but not necessarily specifically), "When following an order (like, in an area designated as an attack or defense objective, or something), you gain some sort of health and ammo regen."  Maybe commanders orders could be marked in the physical game world (not just on the map) with some kind of flag that "gives off" the health and ammo regen, call it "inspiration" or some jazz.


Title: Re: Planetside 2
Post by: UnsGub on January 06, 2011, 03:35:55 PM
What makes American Sports Teams works is a structure wherein any player not acting as part of the team would find his ass fired or not renewed on his contract. They wouldn't be able to play or compete. You can't have that in a video game, though.

It is all video games that support player groups.  People apply, accepted and get booted from clans\corps\guilds\teams all the time.  That is really just part of the metagame and should be encouraged in an PvP game.

But yes that does not appy to the top level in video games beside the choice to play or not play which is made all the time.

In the end choosing to play at all and with whom are really not that far apart.  


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 06, 2011, 03:51:13 PM


My immediate questions to you (and keep in mind this is in the context of a PERSISTENT, UNENDING WAR):
1. Why would someone join a poorly-performing team, assuming they know it's poorly-performing, when they can join the winners and get all the toys right away?
2. Why would you divide your player base between attack and defense? The ideal place for all players to be is on the front lines engaged in conflict.
3. What would you do to create an incentive for people to defend a base that grants an unlocked incentive that doesn't break personal progression or make the game boring for the player, assuming the front line has moved away from the incentive-granting base?

You can ignore all those and just answer me this: Why would a soldier listen to their commanders about what's best for the team? What stops them from performing an action *they* think is best for the team? Why would a person follow instead of lead?

You'd need to put in some dynamic balancing mechanisms to prevent pile-ons. Capping faction membership out of game, ingame stuff like supply lines could be modeled to make it difficult to push deep into enemy territory (more difficult for attacker to get heavy equipment, easier for enemy). This stuff has been done before.

I didn't necessarily mean sit around on sentry duty. Also I dont remember too well but I think in PS you couldnt just capture an enemy base deep in the rear too easily. If an enemy tried to ninja it, your side was warned and people would start spawning there. Sometimes players can be relectunt to defend objectives from assault in FPS games, and just want to roll around assaulting and moving on. Giving them some personal stake in a facility would discourage this (gee I like my heavy tank, maybe I should defend our factory).

Also I posted this before in the thread, but "outfits" (clans) can be given a bigger role. They could build up HQ fortresses which could be attacked, and could take responsibility for objectives (like in WAR when clans tookover and safeguarded faction keeps), giving members bonuses, outfit resources, etc. This would also add a layer of persistance beyond a normal FPS that would help justify a subscription model. Outfits (clans/guilds) have inbuilt & member accepted hierchies of course, by their very nature.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 05:02:25 PM
Outfits / Clans / Guilds are completely staffed by players. It would be exempt from any discussion about empire goals, because they are independent and not taking orders from the Empire -- the same as any player in the game. Who they are aligned with doesn't mean they are obedient, and the overarching goal (win an unwinnable war) makes a tough case to any player to care after they get enough meaningless victories under their belt.

Some people just want to relax and not take their games seriously. The only way you can make them take it seriously is to personally reward them to put in more effort and work as a team, but material rewards aren't appealing to their sense of loyalty -- that's just dangling a carrot. You have to make winning meaningful to them.

Games by themselves aren't meaningful. It's the personal experience you take from your entertainment that does it, but ultimately, you shouldn't take the game seriously because the Vanu are getting beaten down by the NCR. You should take it seriously because your buddies are in there fighting and need your help, and damn it that NCR bastard last week needs to get a cruise missile shoved up his asshole for what he did to you. That piece of gear? Yeah that came from an epic struggle between you and that bastard dragon where Leeroy ran in and shoved a stick of dynamite into its eye socket. God I love this piece of gear. Too bad I have to upgrade it.

You can't get someone to do what you want if they don't care, even if all you want to do is have them play your game. A positive emotional connection to a game is *not* guaranteed in open-world PvP, and because of this, you will bleed players until there is nothing left. It takes a steady stream of positive experiences to keep someone playing. You can't design to make that happen. You can only create the environment. It's up to your players to make that magic happen, and shit, have you looked around you lately at all the variety of players out there?


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 05:12:06 PM
I think I get it now. You guys aren't pissed at Planetside -- you're pissed at the other players for leaving and removing the ability to pursue those positive experiences. You'd follow orders and do what's necessary because you have an emotional connection to the game. But I don't know if you see that Planetside's inherent flaws are what is driving the players away. I'm arguing on a platform that those flaws are damn-near impossible to remove with how Planetside is structured as a game.


Title: Re: Planetside 2
Post by: Malakili on January 06, 2011, 05:16:34 PM

You can't get someone to do what you want if they don't care, even if all you want to do is have them play your game. A positive emotional connection to a game is *not* guaranteed in open-world PvP, and because of this, you will bleed players until there is nothing left. It takes a steady stream of positive experiences to keep someone playing. You can't design to make that happen. You can only create the environment. It's up to your players to make that magic happen, and shit, have you looked around you lately at all the variety of players out there?

Its not guaranteed in COD either, and yet it sells a bajillion copies, because people actually enjoy playing it.  There is no reason a similar principle can't apply to an MMOFPS in my opinion.  

You seem so concerned with tricking people into liking the game.  Just make a game they actually like.  I really can't say it any other way.
  


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 05:21:02 PM
It is a designer's job to make a game someone likes (as many people as possible, really)... by using every trick in the book.  :grin:

COD has a different audience. They care because of their emotional connection to the game formed from positive personal experiences. The Kill Streaks are like CRACK for positive personal experiences. I always wanted to get that Chopper Gunner and blow the shit out of the other team. What's more, because the matches ended quickly, a loss didn't stay with me, and every new match was another opportunity to fuck someone up.

There are many reasons CoD is popular, and getting a player to give a shit about what they are doing is one of them.


Title: Re: Planetside 2
Post by: LK on January 06, 2011, 05:23:31 PM
I should say, liking a game is fine, make a game people will like, but what keeps someone playing when they don't like what they're doing?

Ah jesus, I think I get why Facebook games are popular, and why I hate them. It's all emotional connections.


Title: Re: Planetside 2
Post by: Kitsune on January 06, 2011, 06:35:28 PM
Planetside was sweet from the get-go.  The only thing really crippling it is the fact that the original devs are long gone and nobody apparently knows how to modify the game to update content and fix problems.  The technical issues of an older game are hounding it now, and the lack of meaningful content updates over the last few years are making things terribly stale.  If the game was being kept polished and fresh, it would be worth paying a monthly subscription for and would have an easier time retaining players.


Title: Re: Planetside 2
Post by: UnSub on January 17, 2011, 06:51:51 PM
Smedley on a game "codenamed PlanetSide Next" and "we haven't announced a release date for it but you can expect it... We're looking at late first-quarter, early second-quarter [2011]."[url]

Has SCEI completely cut SOE's marketing budget? SOE promotions appear to rely on stealth launches atm.

Perhaps that strategy works for MMOs - launch day servers don't get pounded and players get to talk about how smooth the launch was, while word of mouth drives sales / downloads over a longer time period.  (http://www.eurogamer.net/articles/2011-01-17-sony-expect-planetside-next-q1-q2)


Title: Re: Planetside 2
Post by: 01101010 on January 17, 2011, 06:58:42 PM
I am sorry but the more I read on this, the more my bullshit-senses start tingling. Release a game with what, only in-house testing and no server load testing with the likes of an open beta? I get this sinking feeling this is going to end up being Planetside reskinned and graphically boosted. No way they have a functional game on the scale of Planetside in under a year, let alone 6 months.


Title: Re: Planetside 2
Post by: Malakili on January 18, 2011, 04:35:36 AM
I get this sinking feeling this is going to end up being Planetside reskinned and graphically boosted.

I'd play that.


Title: Re: Planetside 2
Post by: Outlawedprod on January 18, 2011, 06:14:53 AM
Release a game with what, only in-house testing and no server load testing with the likes of an open beta? I get this sinking feeling this is going to end up being Planetside reskinned and graphically boosted.

From the artilce linked:  "The biggest thing that's going to change here in the next few years is the console MMO, and that's why I'm really proud that we've got the first big one [DCUO]."

Perhaps the SOE way will be the Cryptic way.  Release, get some box sales, and hold onto a decent amount of subscribers to run a few servers.  The only difference is they will be about the console userbase.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 18, 2011, 06:25:55 AM
I would be very surprised if Plantside next had anything to do with consoles. Its not in its pedigree, and that would be a big switch for its pre-existing PC fanbase.

In fact, I would guess riots would ensue.


Title: Re: Planetside 2
Post by: 01101010 on January 18, 2011, 06:28:27 AM
I would be very surprised if Plantside next had anything to do with consoles. Its not in its pedigree, and that would be a big switch for its pre-existing PC fanbase.

In fact, I would guess riots would ensue.

More like rageboycotts.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 18, 2011, 06:38:17 AM
Not to mention, it would be in direct competition with some hefty titles.


Title: Re: Planetside 2
Post by: Lantyssa on January 18, 2011, 02:56:23 PM
This is SOE, so you might want to consider the possibility before getting your hopes too high.


Title: Re: Planetside 2
Post by: Ingmar on January 18, 2011, 04:36:44 PM
It is also an open question if the Planetside 'fanbase' is large enough or important enough to really take into account.


Title: Re: Planetside 2
Post by: LK on January 18, 2011, 04:38:07 PM
Ah don't let a little thing like reality and business perspective get in the way of launching a Planetside sequel.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 19, 2011, 06:37:09 AM
Yes, please do launch Planetside to a group of players who have never heard of it, on a platform that has a completely different input device, and make sure to place it on shelves right between Halo Reach and M.A.G.

That will work well.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Lantyssa on January 19, 2011, 07:55:37 AM
Do you need a list of SOE blunders?


Title: Re: Planetside 2
Post by: Mrbloodworth on January 19, 2011, 07:59:07 AM
Nope. I have all the merit badges.


Title: Re: Planetside 2
Post by: Sky on January 19, 2011, 08:49:36 AM
Do you need a list of SOE blunders?
They have a bus for that.


Title: Re: Planetside 2
Post by: Bandit on January 19, 2011, 01:28:34 PM
Do you need a list of SOE blunders?
They have a bus for that.

...but it's a short one  :awesome_for_real:


Title: Re: Planetside 2
Post by: Ingmar on January 19, 2011, 02:41:25 PM
Yes, please do launch Planetside to a group of players who have never heard of it, on a platform that has a completely different input device, and make sure to place it on shelves right between Halo Reach and M.A.G.

That will work well.  :awesome_for_real:

That group of players is much, much, much larger than the handful of people who still sit around thinking about the glory days of 2003, and every once in a while they even buy a game that they've never heard of before, because it is a new franchise. The idea that they need to make the game for the handful of bitter old vets who sit around reminiscing about pre-lattice Galaxy crashes and such is silly.

This reminds me of all the arguing people did about Warhammer needing to cater specifically to DAOC vets, as if there were enough of them still sitting around wanting DAOC 2 to constitute an actual market segment worth courting.


Title: Re: Planetside 2
Post by: 01101010 on January 19, 2011, 03:36:55 PM
Yes, please do launch Planetside to a group of players who have never heard of it, on a platform that has a completely different input device, and make sure to place it on shelves right between Halo Reach and M.A.G.

That will work well.  :awesome_for_real:

That group of players is much, much, much larger than the handful of people who still sit around thinking about the glory days of 2003, and every once in a while they even buy a game that they've never heard of before, because it is a new franchise. The idea that they need to make the game for the handful of bitter old vets who sit around reminiscing about pre-lattice Galaxy crashes and such is silly.

This reminds me of all the arguing people did about Warhammer needing to cater specifically to DAOC vets, as if there were enough of them still sitting around wanting DAOC 2 to constitute an actual market segment worth courting.

And that group of players is exactly who I DO NOT want to game with. Egotistical and self-serving - I know, but I tried console shooters "online" and it is the Walmart of gaming. I may peek in and marvel from time to time, but I won't go there with intentions other than that.


Title: Re: Planetside 2
Post by: Dtrain on January 21, 2011, 05:12:44 PM
Nope. I have all the merit badges.

Sup?

(http://image.com.com/gamespot/images/bigboxshots/8/914628_front.jpg)


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 27, 2011, 11:10:36 AM
They should add "titans" like in BF2142. Slow flying giant ass airships basically that would add a "naval warfare" style element to the game. Add headquarter, battleship, carrier and maybe escort versions.


Title: Re: Planetside 2
Post by: 01101010 on January 27, 2011, 03:06:12 PM
http://news.mmosite.com/content/2011-01-23/first_ever_image_for_planetside_next_emerged.shtml

Hopeful about keeping the three factions. And the skin looks nice on the vanguard, but it's still the same Vanny. I am leaning even more towards my assumption that this will be just a reskinned PS with (hopefully) better netcode and revamped base designs.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 27, 2011, 03:23:30 PM
Oh my, could it be a prequel? That does not look like Vanu based tech.


EDIT: *EXPLODES*

(http://desmond.yfrog.com/Himg611/scaled.php?tn=0&server=611&filename=c2dty.jpg&xsize=640&ysize=640)

(http://desmond.yfrog.com/Himg616/scaled.php?tn=0&server=616&filename=l78x.jpg&xsize=640&ysize=640)

(http://desmond.yfrog.com/Himg614/scaled.php?tn=0&server=614&filename=uhtym.jpg&xsize=640&ysize=640)


Please tell me they are keeping the mounting animations, PLEASE.

EDIT2:

Quote
T-Ray PS:Next Visual Director
I'm glad you guys are diggin the Galaxy.
Stay tuned

\o/

Hystory: T-Ray was PlanetSide's Lead Graphic Artist. He later worked on Neverwinter Nights 2



Title: Re: Planetside 2
Post by: 01101010 on January 27, 2011, 03:47:25 PM
Well a prequel would definitely be in line with what Smed has discussed so far... my excitement meter just pinged off "fuck off" to "meh," but if this is set at the time of the first real war between the factions, it may climb more. I still keep the SOE thing in the front of my mind though.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 27, 2011, 03:51:53 PM
I have much more faith now that I know its not just random nubs working on it. T-ray was pivotal on the first version.


Title: Re: Planetside 2
Post by: eldaec on January 27, 2011, 06:05:44 PM
If I can get a mosquito and just zip around very fast picking off snipers who always stand in the same fucking place, in between annoying reapers and out manoeuvring missiles spammed by some dick in a MAX suit then these guys will get an occasional month's money from me.

I have never been at all interested in the bases other than knowing that is where the snipers, reapers, and dicks in MAX suits will be standing. As a result the endless discussion this game attracts around how the map is designed never really impacted me.


I'm probably not the long term market for this, however.


Title: Re: Planetside 2
Post by: eldaec on January 27, 2011, 06:07:35 PM
Also, day one joystick support that works please.


Title: Re: Planetside 2
Post by: Strazos on January 27, 2011, 08:00:06 PM
OMG, if epic battles in the woods can be replicated from PS, I will play this. Stealthing through the woods, stabbing folks and running away...pure gold.

Also, walking around in a NC MAX with scattergun rolling, spamming "GREETS!" :why_so_serious:


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 28, 2011, 06:12:33 AM
..out manoeuvring missiles spammed by some dick in a MAX suit....


Dicks fuck pussies & assholes.


Title: Re: Planetside 2
Post by: NiX on January 28, 2011, 06:20:29 AM
..out manoeuvring missiles spammed by some dick in a MAX suit....


Dicks fuck pussies & assholes.

This thread sucked up until now.


Title: Re: Planetside 2
Post by: eldaec on January 28, 2011, 07:07:30 AM
epic battles in the woods

The most epic battles I remember from around launch were always over bridges. Around launch people would fight like fury for them despite them having no strategic value whatsoever.


Title: Re: Planetside 2
Post by: Surlyboi on January 28, 2011, 07:19:46 AM
Bridges had a lot of strategic value.

Unless you were fighting fucking barneys.  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on January 28, 2011, 07:26:33 AM
Bridges had a lot of strategic value.

Unless you were fighting fucking barneys.  :oh_i_see:

QFT.

Also: Loyalty till death!


Title: Re: Planetside 2
Post by: Demonix on January 28, 2011, 08:16:27 AM
epic battles in the woods

The most epic battles I remember from around launch were always over bridges. Around launch people would fight like fury for them despite them having no strategic value whatsoever.

That was an instance of mechanics affecting player behavior;  in beta, the full xp value for a kill was given to all members of a squad.  this lead to battles EVERYWHERE, but the bridge ones were the most fun and we ignored the bases because there was no value to fighting there.  When they went live, they changed how xp sharing worked in a squad so that the value of a kill was divided among all members and they gave base capture an xp value that was better than simply killing;  This lead to more rambo fighting and base fighting stalemates, which was much less fun.

BRING BACK BRIDGE BATTLES!


Title: Re: Planetside 2
Post by: NiX on January 28, 2011, 08:46:26 AM
BRING BACK BRIDGE BATTLES!

Or they could just make every battle be as enjoyable as a bridge battle.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 28, 2011, 08:49:47 AM
Bridge battles were epic because of the choke point, you could stall an army's ground forces at one bridge. (Barneys excluded)


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 28, 2011, 10:59:46 AM
Or they could just make every battle be as enjoyable as a bridge battle.

Yeah a bigger problem was that base & tower battles just suck. 40 people spamming crap down corridors = not fun.

Base design needs to be way more open for maneuver, large rooms, more entry points for each one. The main battles should be taking place outside a base, not inside 4 foot wide tunnels & staricases.


Title: Re: Planetside 2
Post by: Yegolev on January 28, 2011, 11:02:00 AM
Dicks fuck pussies & assholes.

I'm a fan of this thread now.  Is PS2 any good?


Title: Re: Planetside 2
Post by: 01101010 on January 28, 2011, 11:47:46 AM
Or they could just make every battle be as enjoyable as a bridge battle.

Yeah a bigger problem was that base & tower battles just suck. 40 people spamming crap down corridors = not fun.

Base design needs to be way more open for maneuver, large rooms, more entry points for each one. The main battles should be taking place outside a base, not inside 4 foot wide tunnels & staricases.

Well any hall/corridor is going to be a funnel point and a defender's best friend. I do agree...some of the best base battles were in the lobby areas - tech plants were good as well as dropship centers with many entry points and wide open rooms. Amp stations also come to mind, but you could plant a tank on the door and clear out a lot which was retarded. Backdoor areas were fine in giving the defenders a much easier time than attackers until the plasma whores got buffed - then it became stupid as well.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 28, 2011, 11:59:35 AM
Different people like different fighting environments. Not sure that equates to a game flaw. Most customization of your toon was to accent your style of play, this includes where you like to fight. Dont like hall and base fights? I'm sure there is an AMS around here somewhere.


I have always preferred Pc's cover and shoot base designs. I wont say they were perfect, some had more shitty spots than others, but thats the thing about games like this, you adapt.



(http://i68.photobucket.com/albums/i30/TheRealStinky/PS/Irsich_avatar.gif)
I also love me some radiator.


Title: Re: Planetside 2
Post by: AcidCat on January 28, 2011, 12:21:48 PM
The sheer variety of the kind of battles you could have in PlanetSide was one of the best things about it. I'm really stoked for this remake/sequel.


Title: Re: Planetside 2
Post by: Ratman_tf on January 28, 2011, 01:13:12 PM
Those vehicle images make me think this is more than just some hot air blowing around the SOE offices.

Goddamn them. I want PS2 now.


Title: Re: Planetside 2
Post by: Modern Angel on January 28, 2011, 04:58:33 PM
Given that DCUO wasn't the hard drive melting disaster we all thought it was going to be given the short development time they may very well pull this off, at least if pulling it off means a halfway decent game. At least I'm more confident than I was at announcement time.


Title: Re: Planetside 2
Post by: Goumindong on January 28, 2011, 06:21:49 PM
Yeah a bigger problem was that base & tower battles just suck. 40 people spamming crap down corridors = not fun.

Base design needs to be way more open for maneuver, large rooms, more entry points for each one. The main battles should be taking place outside a base, not inside 4 foot wide tunnels & staricases.

more entry points bad (unless its more entry points on the same side). It makes it too easy for attackers to surround the defenders and win

Large rooms good. It gives everyone room to maneuver.

Ideally the capture point in a base should be at the end of a long wide corridor so that enemies must come in a certain way, but have cover and space for which to engage the fire fight.

Coincidentally kinda like a bridge.

Also fuck yall, i drove a hover tank.



Title: Re: Planetside 2
Post by: 01101010 on January 28, 2011, 06:26:13 PM
Yeah a bigger problem was that base & tower battles just suck. 40 people spamming crap down corridors = not fun.

Base design needs to be way more open for maneuver, large rooms, more entry points for each one. The main battles should be taking place outside a base, not inside 4 foot wide tunnels & staricases.

more entry points bad (unless its more entry points on the same side). It makes it too easy for attackers to surround the defenders and win

Large rooms good. It gives everyone room to maneuver.

Ideally the capture point in a base should be at the end of a long wide corridor so that enemies must come in a certain way, but have cover and space for which to engage the fire fight.

Coincidentally kinda like a bridge.

Also fuck yall, i drove a hover tank.



Fuck you barney...


Title: Re: Planetside 2
Post by: UnSub on January 28, 2011, 09:39:10 PM
Given that DCUO wasn't the hard drive melting disaster we all thought it was going to be given the short development time

DCUO took 5 years and cost over US$50m dollars. Right now a lot of issues that a longer beta would have shaken out - broken power / weapon combos, exploits, etc - are being seen by a large group of paying players. This is a big issue for DCUO since PvP appears to be its cornerstone.

For PS:Next, there is an existing template to work from. Depending on the changes - and I'm pretty sure this will be a PlanetSide relaunch rather than a true sequel - a shorter beta might work. Or might see PS:Next see the problems that DCUO is experiencing.


Title: Re: Planetside 2
Post by: Surlyboi on January 28, 2011, 10:05:35 PM
Yeah a bigger problem was that base & tower battles just suck. 40 people spamming crap down corridors = not fun.

Base design needs to be way more open for maneuver, large rooms, more entry points for each one. The main battles should be taking place outside a base, not inside 4 foot wide tunnels & staricases.

more entry points bad (unless its more entry points on the same side). It makes it too easy for attackers to surround the defenders and win

Large rooms good. It gives everyone room to maneuver.

Ideally the capture point in a base should be at the end of a long wide corridor so that enemies must come in a certain way, but have cover and space for which to engage the fire fight.

Coincidentally kinda like a bridge.

Also fuck yall, i drove a hover tank.


Goofy grape beotch.

That said, bases are generally designed by and for defenders. Big, wide corridors are just not a good idea.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 29, 2011, 07:44:53 AM
What was that about factional loyalty?  :grin:


Title: Re: Planetside 2
Post by: 01101010 on January 29, 2011, 08:05:36 AM
So I read that beta invites will be given to those still subbed to PS. Does that mean the beta is going to be outsourced to China?  :why_so_serious:



Title: Re: Planetside 2
Post by: Mrbloodworth on January 29, 2011, 08:19:26 AM
Not that I have been paying attention, but I thought they stopped the china version.


Title: Re: Planetside 2
Post by: 01101010 on January 29, 2011, 08:46:41 AM
It was more a jab at the swing PS took awhile back when chinese outfits were pervasive and, as read in my forums, hacking the game. I know when that group hit the server(s), many people quit out of disgust for SOE's neglect to do much of anything about it.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 29, 2011, 09:13:09 AM
Yeah, flying tanks. Not fun.


Title: Re: Planetside 2
Post by: Merusk on January 30, 2011, 06:24:49 AM
Yeah, flying tanks. Not fun.

I disagree. (http://wiki.onlinegamers.org/index.php?title=TAXI_TO_VICTORY!)


Title: Re: Planetside 2
Post by: Strazos on January 30, 2011, 04:45:46 PM
My NC MAX was fine with guys holing up in a hallway...toss on the shield, maybe get a guy to rep from behind, and just unload with the scattershots.


Title: Re: Planetside 2
Post by: 01101010 on January 30, 2011, 05:09:55 PM
My NC MAX was fine with guys holing up in a hallway...toss on the shield, maybe get a guy to rep from behind, and just unload with the scattershots.

1st generation Pounder MAX.

/fin


Title: Re: Planetside 2
Post by: Surlyboi on January 30, 2011, 08:13:37 PM
What was that about factional loyalty?  :grin:

Smurf 'til I fucking die. And then still a smurf.

Represent.


Title: Re: Planetside 2
Post by: Slayerik on January 31, 2011, 05:50:34 AM
My NC MAX was fine with guys holing up in a hallway...toss on the shield, maybe get a guy to rep from behind, and just unload with the scattershots.

1st generation Pounder MAX.

/fin

I'd pretty much go elsewhere when 2+ pounder MAXs decided they wanted to hold down a tower.

Magmowers weren't OP, they were fun! WHY DOES EVERYONE HATE FUN!!!?!!?!?

Vanu for Lyfe


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2011, 06:02:21 AM
The part that was OP, was the lack of checking if people were behind walls or not. Kinda sucks just to be able to drive by a tower and kill the first floor :/

I would not mind some "run over" damage in the new version. As long as inf get tank traps again.


Title: Re: Planetside 2
Post by: Merusk on January 31, 2011, 06:47:46 AM
I loved Pounders.  TR  :heart:


Title: Re: Planetside 2
Post by: 01101010 on January 31, 2011, 07:47:15 AM
Funny thing about the Pounder MAXs... When I first started the game I always thought the grenade MAX was AV since it made more sense and more in-line with the other factions and the DC MAX was the AI since bullets, to me anyway, were for soft targets. Turned out I was correct months later...

Quote
Loyalty until Death! Strength in Unity! Order requires law. Law is enforced through deterrence. Deterrence is based on the fear of consequences, and fear is the most powerful motivating force. The separatist groups, the Vanu Sovereignty and the New Conglomerate, will be dismantled through the exercise of forceful deterrence. Dissidents will fear the consequences of their disloyalty. Unity and order will be restored.


Title: Re: Planetside 2
Post by: Sky on January 31, 2011, 08:24:43 AM
I think one of the most important lessons they can take away from PS1, especially with a short dev cycle for PS2, is to make the game with extensibility in mind. Ship a small, fun core and then develop your core fanbase, adding as budget allows. And the big lesson all mmo devs need to learn: keep your budgets small and your designs focused.


Title: Re: Planetside 2
Post by: Nebu on January 31, 2011, 08:27:59 AM
And the big lesson all mmo devs need to learn: keep your budgets small and your designs focused.

I'd also add one little tidbit: Make your game fun from level 1 (if the game has levels).  Grinding to "get to the fun" is a disaster waiting to happen...


Title: Re: Planetside 2
Post by: Lantyssa on January 31, 2011, 09:42:40 AM
Vu is NC.  I like the 'Hippies'.  This will cause friction in our household. :sad_red_panda:


Title: Re: Planetside 2
Post by: Jimbo on January 31, 2011, 11:00:31 AM
Fraggle Power!!

Plus the guys from KAAOS (Hedron's outfit) were great to play with, miss the massive random battles.

I doubt they get it right, but then again if it doesn't suck and I can still drive some cool vehicles it will be fun.


Title: Re: Planetside 2
Post by: Sky on January 31, 2011, 12:53:36 PM
I started as Vanu, but when the servers merged I ended up playing my TR guy. The grenade launchers and the badass 4x4 pickup were just too strong a pull for me.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2011, 12:56:02 PM
I started as Vanu, but when the servers merged I ended up playing my TR guy. The grenade launchers and the badass 4x4 pickup were just too strong a pull for me.

My friend group rolled marauders almost exclusively. We kill Biffers with marauders. With enough stuff in the trunk to deploy a mini ammo depot and hidden nest.

NC Biffers had it the worst, a marauder can go right through the legs.


Title: Re: Planetside 2
Post by: Sky on January 31, 2011, 01:34:15 PM
Wish I had been using voice comms so folks could've heard my rendition of the Jerry Reed classic East Bound and Down.


Title: Re: Planetside 2
Post by: shiznitz on January 31, 2011, 02:09:35 PM
Plus the guys from KAAOS (Hedron's outfit) were great to play with, miss the massive random battles..

I liked those guys.  Even the mandatory training was fun.  They never treated me like the FPS peon I was (am).


Title: Re: Planetside 2
Post by: WayAbvPar on January 31, 2011, 02:21:50 PM
Wish I had been using voice comms so folks could've heard my rendition of the Jerry Reed classic East Bound and Down.

Mere mention of that song is enough to get it stuck in my head for about a week. Thanks so much.


Title: Re: Planetside 2
Post by: Sky on February 01, 2011, 07:45:59 AM
You're most welcome, my good man. I would also like the horn on my badass Bronco in PS2 to play Dixie and have lots of bridges to fight jump over.


Title: Re: Planetside 2
Post by: Strazos on February 01, 2011, 02:49:38 PM
Triple Liberator runs were pure love.

Also, when I played Vanu, I killed a few BFRs solo...just sprinting behind them and nailed them in the shield generator...they mostly tried to just run away.


Title: Re: Planetside 2
Post by: Zetleft on February 03, 2011, 10:42:12 PM
Plus the guys from KAAOS (Hedron's outfit) were great to play with, miss the massive random battles..

I liked those guys.  Even the mandatory training was fun.  They never treated me like the FPS peon I was (am).

3rded for truth.  I had some great times in that outfit in PS.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2011, 08:25:28 AM
BEHOLD!

The new Reaver.


Quote
If by black and red you mean the fluids leaking from a TR soldier's brains when I make them into a smear on the front of my Reaver then yeah.. everything looks better in black and red! ( I like purple too btw... Vanu bleed too!)

NC ftw!

And all you people saying "that looks like a mosquito".. you haven't seen the mosquito yet (I guess I just confirmed that we HAVE a mosquito)...we're striking a balance between old and new that you should judge for yourself when you see it all in the game.

And all you pilots out there. These are not your daddy's toys. They have a whole new physics and feel to them that will require skilled pilots and will absolutely separate the men from the boys in the cockpit. We've put a lot of time and energy into how things feel in this game.

Smed


Title: Re: Planetside 2
Post by: NiX on February 07, 2011, 08:32:23 AM
Hotlinking fail.


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2011, 08:34:58 AM
BEHOLD!

The new Reaver.


Quote
If by black and red you mean the fluids leaking from a TR soldier's brains when I make them into a smear on the front of my Reaver then yeah.. everything looks better in black and red! ( I like purple too btw... Vanu bleed too!)

NC ftw!

And all you people saying "that looks like a mosquito".. you haven't seen the mosquito yet (I guess I just confirmed that we HAVE a mosquito)...we're striking a balance between old and new that you should judge for yourself when you see it all in the game.

And all you pilots out there. These are not your daddy's toys. They have a whole new physics and feel to them that will require skilled pilots and will absolutely separate the men from the boys in the cockpit. We've put a lot of time and energy into how things feel in this game.

Smed

Link is a tad fooked. That said... I does not like dis new fly fly. Looks more like a skeeter actually so I sit with the rest of the crowd echoing that... I liked the heavy feel of the reaver and that just doesn't scratch the itch. Intrigued by the comment on new physics... Hopefully that will keep everyone and their mother out of them just for the sake of kill spamming infantry.

Now...Bring on the Prowler.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2011, 08:39:50 AM
Hotlinking fail.

Really?

Try this then.



Title: Re: Planetside 2
Post by: shiznitz on February 07, 2011, 08:52:34 AM
I like that flying will be an art/skill.  I just hope other vehicles have similar dynamics.


Title: Re: Planetside 2
Post by: Kitsune on February 07, 2011, 09:43:48 AM
They claim that flying will require skill.  This will not be the first time I've seen such a 'oh you'll have to be elite to do this' claim about something from a MMOG that later turned out to be pretty much a lie.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2011, 11:50:22 AM
Did you play the original? Because, uh, kinda took skill there too.


Title: Re: Planetside 2
Post by: shiznitz on February 07, 2011, 12:01:21 PM
Did you play the original? Because, uh, kinda took skill there too.

Most of the skill in dog fighting was camera/PoV management though.  It was reasonably easy to fly tight through and around obstacles.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2011, 12:08:08 PM
But could you hit anything.


Title: Re: Planetside 2
Post by: shiznitz on February 07, 2011, 12:47:37 PM
But could you hit anything.

Not me, heh.  My skeeter cert was just for transportation.  I was one of the worst Reaver rocket spammers in PS history.


Title: Re: Planetside 2
Post by: Sky on February 07, 2011, 12:51:06 PM
I was a decent pilot, horrid gunner. I used to just like flying through trees and doorways and shooting rockets. Living wasn't as important as style.

But I saw driving an ATV as a redneck trying to find jumps and yeehawing across the battlefield as one of the more fun past-times in the game.

I guess I was a roleplayah, yo.


Title: Re: Planetside 2
Post by: Surlyboi on February 07, 2011, 12:59:26 PM
But could you hit anything.

Not me, heh.  My skeeter cert was just for transportation.  I was one of the worst Reaver rocket spammers in PS history.

I was up there. My record for popping infantry in a reaver was abysmal.


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2011, 03:44:42 PM
But could you hit anything.

Not me, heh.  My skeeter cert was just for transportation.  I was one of the worst Reaver rocket spammers in PS history.

I was up there. My record for popping infantry in a reaver was abysmal.

I wasn't too bad with the reaver...esp when hunting those lone snipers and coming up behind them. Little overkill to bring a fighter "jet" to the knife fight, but hilarious. Actually got pretty good with the off set guns and rarely used rockets on anything without armor. That said, BRING ON THE DAMN PROWLER ALREADY... and the AMS since that was my bread and butter.


Title: Re: Planetside 2
Post by: Strazos on February 07, 2011, 05:05:35 PM
Where's my NC MAX at? Someone has to bring the beef!  :grin:


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2011, 09:08:40 PM
I am getting a sinking feeling that this game is going to be a lobby and at the most 32v32 instanced type game. Not sure why I get that feeling, but I do - and it's becoming more prominent.


Title: Re: Planetside 2
Post by: LK on February 07, 2011, 10:11:04 PM
I don't see a problem with Tribes meeting Chromehounds in a non-subscription, F2P format.


Title: Re: Planetside 2
Post by: Surlyboi on February 08, 2011, 03:48:19 AM
I am getting a sinking feeling that this game is going to be a lobby and at the most 32v32 instanced type game. Not sure why I get that feeling, but I do - and it's becoming more prominent.

I really hope you're wrong. Especially considering how long ago the tech was there to do massive battles.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 08, 2011, 05:32:49 AM
I am getting a sinking feeling that this game is going to be a lobby and at the most 32v32 instanced type game. Not sure why I get that feeling, but I do - and it's becoming more prominent.

From the comments from John Smedley, I do not this this is the case at all.


Title: Re: Planetside 2
Post by: Ratman_tf on February 09, 2011, 02:58:37 AM

Needs external engine wing pods. That thing looks like a ford escort with skis.


Title: Re: Planetside 2
Post by: Surlyboi on February 09, 2011, 04:29:43 AM
If we're lucky, the wing pods will be modular and changeable depending on mission profile.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 09, 2011, 10:03:52 AM
The Game Archaeologist goes PlanetSide: The highlights (http://massively.joystiq.com/2011/02/08/the-game-archaeologist-goes-planetside-the-highlights/)

Fun trip down memory lane.

And some stuff from the originals pre-birth (http://jratcliffscarab.blogspot.com/2007/08/planetside-screenshots.html)


Title: Re: Planetside 2
Post by: AcidCat on February 10, 2011, 12:21:38 PM
PlanetSide was the game that made me break down and buy a PC, I was strictly a console gamer before that.


Title: Re: Planetside 2
Post by: shiznitz on February 10, 2011, 01:47:23 PM
So, you only found porn in 2003?  Poor man.


Title: Re: Planetside 2
Post by: AcidCat on February 10, 2011, 02:06:09 PM
Hah, yeah, before then I was still old school - magazines and vhs tapes! Kids these days and their on-demand free 'puter porn will never know how we struggled back in the day - but we appreciated it more!


Title: Re: Planetside 2
Post by: 01101010 on February 10, 2011, 03:55:51 PM
The Game Archaeologist goes PlanetSide: The highlights (http://massively.joystiq.com/2011/02/08/the-game-archaeologist-goes-planetside-the-highlights/)

Fun trip down memory lane.

And some stuff from the originals pre-birth (http://jratcliffscarab.blogspot.com/2007/08/planetside-screenshots.html)

Those alpha shots were always viewed as how the game should have been. Maybe SOE kept those files for use now - given the computing power advances since 2003. Be nice to see what lies ahead was really there all along, but my interest meter is still at meh.


Title: Re: Planetside 2
Post by: Sky on February 11, 2011, 07:04:11 AM
One of the coolest things about alpha/beta testing is seeing things with insanely high-res textures and poly counts, before they pull things back to run on modern computers. Unfortunately, I understand why they do it, people are retarded and complain if they just dropped 2500 on a new pc and can't run everything maxed out. (EQ2, GTA4). No matter that it's all psychological, by cutting it back they just move the halfway settings to max and remove the headroom from the game. I like the ability to tweak things to the balance point myself and have it look as nice as possible without worrying that my penis got insulted because all the sliders aren't pegged to the right.

But to bring it back to PS: no matter how much cool stuff you put into a pvp game, most people will dial it back to minimum to get the best framerates in a furball. Putting in clutter density has to be mandatory or everyone will have to run with it off, it's laughable to have someone think they're crawling through tall grasses when everyone else has no grass and sees the guy crawling in the open.


Title: Re: Planetside 2
Post by: pohsyb on February 11, 2011, 05:22:52 PM
it's laughable to have someone think they're crawling through tall grasses when everyone else has no grass and sees the guy crawling in the open.

I'd love to see some kind of programmatic solution to this, say the server checks your graphics settings and if you are not displaying any grass it doesn't send you information about the player hiding in the grass until you are at much closer distance, effectively making you unable to "see" him.  If you are showing grass, you get updates at regular distances, but actually have to notice the guy hiding in the grass.
 


Title: Re: Planetside 2
Post by: DayDream on February 11, 2011, 05:47:04 PM
I think that new reaver model looks like crap.  That wierd shit behind the cockpit is awful and makes it really topheavy, and the wings look like the production factory said "fuck it, we're done" half way through.


I loved the old reaver model though.  Change it, sure, but keep the fact that it looked like it was actually carrying enough hardware to do something damaging.


Title: Re: Planetside 2
Post by: LK on February 11, 2011, 07:12:09 PM
I would be very happy for modular aircraft, for some reason, even if it means the base design is the same.


Title: Re: Planetside 2
Post by: 01101010 on February 13, 2011, 01:52:24 PM
Scalped from Planetside-Universe. The Mossy... Now I am torn.



Title: Re: Planetside 2
Post by: Surlyboi on February 13, 2011, 06:59:01 PM
Yeah, I'm thinking modular wing pods. That's the only explanation for the little "arms" on both the mossy and the reaver.

There's also a shot of a TR trooper on PSU. Of course, PSU is so paranoid about people hotlinking that they've fucked their own shots as well.


Title: Re: Planetside 2
Post by: Furiously on February 13, 2011, 07:18:02 PM
Man - its going to be tough to fight with that small of a depth of field.


Title: Re: Planetside 2
Post by: NiX on February 13, 2011, 08:30:22 PM
Man - its going to be tough to fight with that small of a depth of field.

Not sure if kidding.


Title: Re: Planetside 2
Post by: Surlyboi on February 14, 2011, 03:46:40 AM
Kidding. The depth of field in those screenies has been thoroughly fucked with.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 14, 2011, 07:14:17 AM
I like all the new models.

They better have kept the mounting and demount animations though, that was part of the winning formula of planetside.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 22, 2011, 09:19:26 AM
Quote
It's revealed by Tony Park, VP of The9, on his Chinese blog, and he put the info into 3 points:

1: PlanetSide Next keeps all(almost) the features in the original PlanetSide and under this condition, PlanetSide Next adds new contents that will make the game more enjoyable.

2: The development has finished and now the developer is working on the art part and making a better graphic.

3: Can't tell you the exact release date but I(Tony Park) promise that you won't wait too long

Note: Tony Park has confirmed that The9 will be the publisher of PlanetSide Next in China last September. Before that The9 has partnered with SOE to publish other SOE's MMORPG Free Realms in China.

New Information of PlanetSide Next Revealed (http://news.mmosite.com/content/2011-02-11/new_information_of_planetside_next_revealed.shtml)


Title: Re: Planetside 2
Post by: NiX on February 22, 2011, 10:55:02 AM
I hope Smeds hint at it being March is true. Missed PS the first time around and wouldn't mind getting into it this time.


Title: Re: Planetside 2
Post by: Malakili on February 22, 2011, 10:57:35 AM
Do want.  As much as I worry about a game that hasn't had a public beta, well frankly, most of the games that do a have a public beta have ended up sucking, so whatever.


Title: Re: Planetside 2
Post by: Goumindong on February 22, 2011, 10:58:25 AM
Define "features".

Doens't seem to say much except that "we're launching". Frankly kinda makes me think they just recoded the graphics engine and networking and are going to relaunch the same game.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 22, 2011, 11:03:21 AM
Define "features".

Doens't seem to say much except that "we're launching". Frankly kinda makes me think they just recoded the graphics engine and networking and are going to relaunch the same game.

Fine with me.


Title: Re: Planetside 2
Post by: Goumindong on February 22, 2011, 11:06:11 AM
No, i can't say that i particularly mind either. (not that i have the time to play or money to play at the moment). But I was kinda hoping they would do some sort of audit on what made Planetside work and what fell flat.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 22, 2011, 11:08:28 AM
Well, to be fair. AFAIK: BFR's are gone. "Galaxies will play a larger role", "New physics" lead me to believe there are some fundamental changes for the better going on, as in, removing some of the annoyances or rough edges of the original.


Title: Re: Planetside 2
Post by: Lantyssa on February 22, 2011, 11:50:00 AM
Are they still going to try and charge $15 a month?  That's all you need to know to predict its long-term success.


Title: Re: Planetside 2
Post by: Sky on February 22, 2011, 12:05:10 PM
Agreed. I love PS, but I can't swing $15/mo for pretty much anything at this point. Isn't it odd how I had more disposable income before I had a career?

And I had weed back then. And free time.


Title: Re: Planetside 2
Post by: Jimbo on February 22, 2011, 12:53:31 PM
BFR's gone?  Wow, you know I never hated them, just hated how they were dropped in, the stupid cavern grind made me say fuck it real quick.

I miss driving shit all over the place, and having the certs to be that utility guy who would drive the Prowler, drive the Truck, or grab an ANT or Galaxy and drive it so we could mess some shit up or get a resupply in time.

Maybe we will get light, medium and heavy tanks for real this time, along with say a true APC and mech artery (that isn't some wierd ass spec). 


Title: Re: Planetside 2
Post by: kaid on February 22, 2011, 01:56:13 PM
Well, to be fair. AFAIK: BFR's are gone. "Galaxies will play a larger role", "New physics" lead me to believe there are some fundamental changes for the better going on, as in, removing some of the annoyances or rough edges of the original.

I think its more like planetside 1.5 than a full new version of the game. Improve graphics engine tweak some game play elements like BFR update stuff to more current levels and fix a lot of the long standing hack bugs that they have been itching to slap down.


Title: Re: Planetside 2
Post by: kaid on February 22, 2011, 01:57:50 PM
Are they still going to try and charge $15 a month?  That's all you need to know to predict its long-term success.

The rumbles I have heard indicate that they are planning more of a micropayment f2p type billing model which probably makes a lot more sense for something like planetside than a flat sub cost.


I can understand peoples initial hatred of the BFR due to how they were first implemented but the last versions I played with against were fine. Its a future based sifi war there should be big damn mechs running around. The most current version they are strong if you know what you are doing with them but they are GIGANTIC targets and snipers and foot troopers who know what they are doing can ruin your whole day.


Title: Re: Planetside 2
Post by: Ratman_tf on February 22, 2011, 10:06:52 PM
The rumbles I have heard indicate that they are planning more of a micropayment f2p type billing model which probably makes a lot more sense for something like planetside than a flat sub cost.

Great. Everyone will be wearing goddamn sombreros and oversized sunglasses.

Jeez.


Title: Re: Planetside 2
Post by: LK on February 23, 2011, 09:47:29 AM
I can't wait for Planetside to come back so I can play it vigorously for a month then drop it in disgust.

Then again F2P might make a huge difference in its popularity by providing the necessary fodder I mean player base to keep it alive.


Title: Re: Planetside 2
Post by: Jimbo on February 23, 2011, 08:28:08 PM
Cool wonder if F2P means it will partner with Dr Pepper and I can get neat loot to run around shooting people and running them over with a plane.  Seriously you guys hated BF Heroes because it was a cartoonish campy shooting game that was free, because it was a cartoonish campy shooting game that was free?   :headscratch:



Title: Re: Planetside 2
Post by: HaemishM on February 25, 2011, 12:31:44 PM
There were a lot of reasons to hate BF Heroes that had nothing to do with its cartoony art. Gameplay sucked it pretty hard.


Title: Re: Planetside 2
Post by: Sky on February 25, 2011, 01:57:44 PM
Agreed. I was pretty excited for that title, too. I liked the cartoony direction, actually. The gameplay, not so much. Not sure how much of that was due to RMT or 'earning' items or whatever. Didn't stick around long enough to find out.

Actually, now that shooters are moving toward power-differentiating unlock grinds, I don't like them anymore, either. Damn this "achiever" (cough grinder cough) generation.


Title: Re: Planetside 2
Post by: ashrik on March 09, 2011, 08:01:15 PM
The game was "scheduled" to be released this month right? Without anything more than a few models of vehicles out, when do you think they'll announce the delay?


Title: Re: Planetside 2
Post by: NiX on March 09, 2011, 08:38:08 PM
Who knows. He just said something was releasing this month that was an FPS. For all we know it's a new free realms type game and they used PS to garner some kind of attention.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 10, 2011, 07:33:43 AM
The game was "scheduled" to be released this month right? Without anything more than a few models of vehicles out, when do you think they'll announce the delay?

Released? I never read it that way. Start the hype machine and possibly beta? That's how I read it.


Title: Re: Planetside 2
Post by: Malakili on March 10, 2011, 09:46:13 AM
The game was "scheduled" to be released this month right? Without anything more than a few models of vehicles out, when do you think they'll announce the delay?

Released? I never read it that way. Start the hype machine and possibly beta? That's how I read it.

http://www.tomshardware.com/news/Planetside-MMOFPS-EverQuest-MMORPG-SOE,11783.html

Quote
"We have a very big launch coming in the month of March," Smedley said. "It's a big first person shooter franchise that we're really happy with."

Sure they could be "launching" the hype machine, but its kind of loaded terminology.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 10, 2011, 09:53:36 AM
I agree. I just dont think there is anyway it will launch ( go gold ) this month. Beta has not even happened. I'm going with he used the wrong term.


Title: Re: Planetside 2
Post by: Sky on March 10, 2011, 09:55:32 AM
He actually meant to say they have a big lunch coming up.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 21, 2011, 03:06:31 PM
(http://www.fohguild.org/forums/attachments/mmorpg-general-discussion/163242d1297211557-planetside-2-ps12345.png)

 :grin:


Title: Re: Planetside 2
Post by: Strazos on March 21, 2011, 03:20:18 PM
Dangit, I thought there was actual news.


Title: Re: Planetside 2
Post by: 01101010 on March 21, 2011, 03:54:46 PM
Too bad almost all the guys that made PS for me don't play anymore, myself included. But hey, good for those still playing - hope they test it well enough to bring the gang back to a good game.


Title: Re: Planetside 2
Post by: Sky on March 22, 2011, 07:59:57 AM
Zero casual input, testing done by the most hardcore of the hardcore, outfits still playing after all these years?

Hmm.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 22, 2011, 08:30:47 AM
Zero casual input, testing done by the most hardcore of the hardcore, outfits still playing after all these years?

Hmm.

No, they just get first dibs at beta.


Title: Re: Planetside 2
Post by: Sky on March 22, 2011, 09:42:51 AM
APB didn't kill that deep font of optimism, eh?


Title: Re: Planetside 2
Post by: Mrbloodworth on March 22, 2011, 09:50:52 AM
No, as I still think APB was a fun game.


Title: Re: Planetside 2
Post by: UnSub on April 05, 2011, 06:15:04 AM
A Smedley approaches!

He says, "Planetside Next is seeing its team expand (http://www.planetside-universe.com/news-planetside-next-team-expanding-2462.htm), but the layoffs mean that we've decided to switch game engines (http://massively.joystiq.com/2011/04/04/soe-layoffs-affect-timetable-for-planetside-next/) and now Planetside Next is delayed but I'll totally keep you in the loop about what is happening, promise!"

You are confused!


Title: Re: Planetside 2
Post by: Mrbloodworth on April 05, 2011, 06:26:19 AM
Yay new engine, booo Delay ( IMO )


Title: Re: Planetside 2
Post by: Malakili on April 05, 2011, 06:36:33 AM
Too bad about the delay, the closer this launches to Battlefield 3, the worse it'll be for sales I suspect.


Title: Re: Planetside 2
Post by: bhodi on April 05, 2011, 06:56:01 AM
Lame. Fuck Smedley. I bet this was all planned.


Title: Re: Planetside 2
Post by: 01101010 on April 05, 2011, 07:00:17 AM
Jesus christ, switching the engine?? See you in 5 years.


Title: Re: Planetside 2
Post by: Paelos on April 05, 2011, 07:04:36 AM
SOE might as well admit they are a vaporware company at this point.


Title: Re: Planetside 2
Post by: 01101010 on April 05, 2011, 07:21:08 AM
http://www.planetside-universe.com/forums/showthread.php?t=36152

Smed should give Jacobs a call before he gets too far under. However... Smed does suggest it's a sequel and all 3 empires are in play. Makes for a very good story, but alas, mostly fiction.  :oh_i_see:


Title: Re: Planetside 2
Post by: Speedy Cerviche on April 05, 2011, 07:46:37 AM
New engine is good. The crappy engine was the downfall of the game last time.

If they released a poor quality FPS game mechanics-wise again, it would get killed by BF3 anyways (like the way planetside did not match up well to BF1942).


Title: Re: Planetside 2
Post by: Lantyssa on April 05, 2011, 08:12:33 AM
New engine is good. The crappy engine was the downfall of the game last time.
Did they pick a new engine because it allows more functionality and better performance, or because making it in-house is ultimately cheaper.  The 'why' is important.  It'll probably also delay things more than the "end of the year" they expect.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 05, 2011, 08:18:50 AM
Original was also in house. I have serious doubts that an off the shelf will work for Planetsides unique requirements.


Title: Re: Planetside 2
Post by: Lantyssa on April 05, 2011, 08:23:54 AM
<points at various shooter games with multiple vehicle types>

Yes.  So unique.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 05, 2011, 08:30:45 AM
Not comparable.


Title: Re: Planetside 2
Post by: Sky on April 05, 2011, 08:54:08 AM
You need some goddamned pom-poms.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 05, 2011, 08:57:41 AM

Um, ok.


Title: Re: Planetside 2
Post by: HaemishM on April 05, 2011, 09:02:40 AM
New engine? Yeah, fuck it, we won't see it this year. We may never see it the way SOE is laying off people and shuttering studios. I'm still amazed they kept Planetside Next and ditched The Agency.


Title: Re: Planetside 2
Post by: 01101010 on April 05, 2011, 10:07:25 AM
<points at various shooter games with multiple vehicle types>

Yes.  So unique.

Pretty sure the bend on BW's post was about the population in a fight. Now let's get down to the point everyone wants to know:

Lean?  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on April 05, 2011, 10:09:22 AM
Lean? 

Lasher-ball-target.  :grin:


Title: Re: Planetside 2
Post by: slog on April 06, 2011, 12:28:07 PM
New engine? Yeah, fuck it, we won't see it this year. We may never see it the way SOE is laying off people and shuttering studios. I'm still amazed they kept Planetside Next and ditched The Agency.

I agree.  It's probably dead.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 06, 2011, 12:32:05 PM
New engine is not correct.

Quote
Smed: The layoffs had nothing to do with PS Next being delayed a bit. That's simply a function of us updating the underlying technology to allow some cool new things we are doing.

DO they mean the original, or the one they have been developing on? I have no idea.

Quote
What I have been trying to do is to keep the folks at PSU updated because you guys are the most loyal Planetside fans. Ive released stuff ahead of any marketing or PR push. Recently ( a few weeks ago actually) we made the call to update the game to a new internally developed engine. Doing that meant delaying the game, but we thought it was in the best interests of Planetside Next. It also means delaying releasing further info for a little while. I will let you all know more when we firm up the schedule. The likely next step is a larger scale release of information and the beta signups going up. As I've said previously current Planetside subs will be included automatically.

Normally when we do game announcements we do a much bigger concerted information push all at once and these kind of one off posts don't happen. In this case I feel like the Planetside audience has hung in with us for a long time and I really want to involve you all more in advance of the official info. However what happens is everything gets carried across the net and the actual info gets changed. I'm sorry for that happening. We will do our best to keep you informed early. But that necessarily means that sometimes when things change you have to be ready for that too.

Smed

Ah, more info on the subject. Let the doom casting resume.

Quote
1 - PSN is a skill based game at it's core. Player skills ( as opposed to character skills) are always going to be the most important. That said we have some cool new things to offer in this department. Not ready to share just yet but we have some cool new things here.

2. Planetside IS a massively multiplayer game. That's what makes us different than Battlefield 3 ( which looks awesome btw). You wont see fighting on the scale we are going to offer anywhere else period. Not even close.



Title: Re: Planetside 2
Post by: slog on April 07, 2011, 09:47:23 AM
I look forward to Duke-NukemPlanetside Next


Title: Re: Planetside 2
Post by: UnSub on April 07, 2011, 09:37:26 PM
New engine? Yeah, fuck it, we won't see it this year. We may never see it the way SOE is laying off people and shuttering studios. I'm still amazed they kept Planetside Next and ditched The Agency.

The Agency would have been more single- and multi-player as a title (lobby / hub and instances) because there is no way you could set up a 'cinematic' event for 100 players. Plus it hadn't any SOE legacy. SOE is all about the legacy titles at this point.

PSN is in the realms of the MMOFPS that has a bit more scope for mass battles, but 1) it has to be F2P  to keep server populations up and 2) it will need a huge amount of player testing and 3) a huge amount of anti-hacking work (2 ties in with 3 here). Does SOE have the guts to release a title like PSN as a F2P (or Buy-To-Play, with no sub fee)? I'm not sure they do, because sub fee money is just so attractive. And I'm not sure how much they get from it, but if PSN is F2P / B2P, then the sub-based Planetside is basically dead. They'd have a few stalwarts and zombie accounts left, but the majority would transition to the non-sub-based alternative.

As for player testing: not enough was done on DCUO and players were complaining about hacks / exploits all the way through beta, but a substantive patch was released about 20 days prior to launch that changed quite a bit of the combat systems but left no time for testing. PvP was one of DCUO's highlights, but exploits quickly drove away a lot of players. At least DCUO had PvE to fall back on - PSN doesn't (well, not to my knowledge).

I'm not sure if it is fair to use the DCUO team as representative of SOE overall, but it certainly contained a lot of their more experienced devs. The fact that DCUO still doesn't have any public test servers, so that Live is the first time players see the new content / find all the new bugs is a worrying sign. As was DCUO's "we only need a short beta, our game is super-fun" attitude. Makes me wonder if SOE doesn't value (or can't afford) public testing and thinks they can get players to pay for the privilege.


Title: Re: Planetside 2
Post by: eldaec on April 08, 2011, 12:03:41 AM
Literally all they need to do to get a few months subs out of me is update the engine, remove CC, add a few novelty changes, and give the game a marketing push so it isn't full of hyper organised vets.

I don't see me permasubbing no matter what, but equally this should be a fairly cheap project to run.


Title: Re: Planetside 2
Post by: HaemishM on April 08, 2011, 02:03:07 PM
I'm not sure if it is fair to use the DCUO team as representative of SOE overall, but it certainly contained a lot of their more experienced devs. The fact that DCUO still doesn't have any public test servers, so that Live is the first time players see the new content / find all the new bugs is a worrying sign. As was DCUO's "we only need a short beta, our game is super-fun" attitude. Makes me wonder if SOE doesn't value (or can't afford) public testing and thinks they can get players to pay for the privilege.

It's almost as if SOE has a legacy of releasing half-finished, broken shit dating back as far as 1999.  :why_so_serious:


Title: Re: Planetside 2
Post by: Triforcer on April 10, 2011, 04:49:49 PM
New engine?  Jesus fuck, we won't be seeing this until 2015.  How hard can it really be to reskin this, remove BFRs, remove all that cave shit, and call it a day? 


Title: Re: Planetside 2
Post by: Strazos on April 10, 2011, 05:06:26 PM
And fix long-range TR accuracy, while you're at it.  :oh_i_see:


Title: Re: Planetside 2
Post by: 01101010 on April 10, 2011, 05:12:09 PM
And fix long-range TR accuracy, while you're at it.  :oh_i_see:

Here we go... First it was the striker 5-clip FaF, then the pounder...

 :grin:


Title: Re: Planetside 2
Post by: Sky on April 11, 2011, 11:05:13 AM
Thumper for life!


Title: Re: Planetside 2
Post by: HaemishM on April 11, 2011, 12:36:35 PM
New engine?  Jesus fuck, we won't be seeing this until 2015.  How hard can it really be to reskin this, remove BFRs, remove all that cave shit, and call it a day? 

This is SOE. There is no design so imperfect they can't fuck it up even more.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 11, 2011, 12:37:18 PM
Thumper for life!

 :awesome_for_real:


Title: Re: Planetside 2
Post by: Ratman_tf on April 11, 2011, 10:08:27 PM
This is SOE. There is no design so imperfect they can't fuck it up even more.

I remember when they nerfed XP gain at launch and I was not disappointed so much as just tired of their ineptitude.


Title: Re: Planetside 2
Post by: 01101010 on April 12, 2011, 04:28:44 AM
XP when the game started was nice, but I agree, reluctantly, that it needed to be changed. As an infiltrator the day of release, there was no way I could killwhore for xp and that 5k base flip was bread and butter to leveling up. I loved doing the sneak sneak hack on bases or the sneak into the spawn room and hack out a term into a pounder max for the lulz, but once SOE switched to a more "contribution" xp model, I was screwed. Luckily I leveled to cap before that happened, but still. And yes, this was before I found the magic of "boomers in the spawn room" or "boomers on the ceiling for tank kills."

I doubt this game will see the light of day before the end of the world comes, but I will definitely be in line for beta if it does.


Title: Re: Planetside 2
Post by: Sky on April 12, 2011, 07:22:23 AM
Hell, I played tactically and never worried about xp whoring...and paid for it. I forget how levels worked, but I think my 'main' guy was halfway to the cap after years of playing on and off. I ended up making alts for different roles because it was the only way to do it without xp whoring.


Title: Re: Planetside 2
Post by: shiznitz on April 12, 2011, 12:34:13 PM
The model should be a $25 box, $15 sub for 3 months with micro-trans for vanity stuff.  If you have a sub active, you get any released expansion at the time. If you come back after expansions, you pay $10 to catch up on top of your 3 month sub.

Businesses have to set a price based on what they are offering, not based on their costs.  I don't know if SOE has that mentality.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 12, 2011, 12:39:22 PM
 :headscratch:


Title: Re: Planetside 2
Post by: Sky on April 12, 2011, 12:55:25 PM
 :cthulu:


Title: Re: Planetside 2
Post by: Kitsune on April 12, 2011, 03:18:35 PM
Yeah, Planetside was always too expensive at full MMO price for a shooter.  Back when I was still playing EQ I could get it as part of the station pass and everything was chill, but it wasn't worth the full monthly fee on its own.  $5 monthly and I'd bite, though.


Title: Re: Planetside 2
Post by: Ratman_tf on April 12, 2011, 07:43:19 PM
I think that if they came up with a reasonable way to charge for time logged in, it would feel better than plopping down 15 bucks a month. More work for the billing department though.


Title: Re: Planetside 2
Post by: UnSub on April 12, 2011, 10:19:42 PM
No-one is a huge fan of pay-per-minute though. APB fell over before there was much evidence that modern FPSers would pay for blocks of time instead of a sub fee.

If SOE wants large player numbers, F2P is the best option. However, they'll need some kind of revenue system, probably coming from tiered abilities, cosmetic items and maybe some power-ups.

Multiplayer FPSes need population to survive, along with the cash revenue. A sub fee explicitly locks out a lot of that population. Even box cost and microtrans is a better option than a sub fee in this area.


Title: Re: Planetside 2
Post by: Typhon on April 13, 2011, 05:13:52 AM
I think that if they came up with a reasonable way to charge for time logged in, it would feel better than plopping down 15 bucks a month. More work for the billing department though.

This is at odds with - "we've created a game that is only fun if there are people to play with".

It think FPS either need to go the GW route, or be F2P and have a vanity shop. 

Or go niche, but go full on persistent with factions and battles mean something and the possibility of losing the war.  Make it so that each full war lasts no more than a month, charge users per war (i.e. per month).  End of the month, the world resets.


Title: Re: Planetside 2
Post by: Malakili on April 13, 2011, 05:23:46 AM
I think that if they came up with a reasonable way to charge for time logged in, it would feel better than plopping down 15 bucks a month. More work for the billing department though.

I feel almost exactly the opposite to be honest.  I like paying a flat fee and then not worrying about it all month.  The fact that I would know I was being charged for every moment I was playing would stress me out, even if the price ended up being cheaper.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 13, 2011, 06:07:25 AM
I would enjoy seeing a model like LOTRO.

F2p with restrictions OR A monthly fee granting full features. A kin to the fodder system. This way those who want to pay jack squat can, and those who don't like to count coins while we plan can.

It think FPS either need to go the GW route, or be F2P and have a vanity shop. 

Or go niche, but go full on persistent with factions and battles mean something and the possibility of losing the war.  Make it so that each full war lasts no more than a month, charge users per war (i.e. per month).  End of the month, the world resets.

You just described the (New) Global agenda model (Sans monthly payment). Only thing you lack is the boosters ( + to "XP"/loot gain for X time ).


Title: Re: Planetside 2
Post by: Mrbloodworth on April 14, 2011, 07:22:33 AM
PlanetSide Next Producer letter!

Quote
Looking back through the archives, it’s been a while since we’ve done a proper Planetside Producer letter, so let’s get rolling!

Let me start by introducing myself. My name is Andrew Sites and about a month ago I joined the Planetside Next development team as the Executive Producer. While I may be new to Planetside, I’ve been around the block a few times here at Sony Online. I’ve worked in production on several SOE projects, including EverQuest, EverQuest II, Free Realms and most recently was the EP on Clone Wars Adventures. But enough about me, let’s talk about Planetside.

While combing through the Planetside forums, I can see that you’re not just amped about the promise of a sequel being developed, but even more so, you want some details. With Planetside now approaching its 8 year anniversary, it’s still easy to look back and see just how it set the bar for Massively Multiplayer FPS games. It was fun, fast-paced and most importantly, it offered truly MASSIVE FPS combat that hasn’t been recreated since. When we started designing Planetside Next, our goal was to build upon the original foundational elements that made it unique, while focusing heavily on the large-scale combat that set it apart from the competition. We’ve got some big shoes to fill, but as we begin unveiling the details, I think you’re going to be VERY excited to see what we have planned.

As you know, Planetside Next was announced by Smed via Twitter about a year and a half ago. Since then, the development team has been pining away on a new graphics engine, building art assets and designing new content. To support our ongoing development efforts, the team has increased in size significantly over the past several weeks. We’ve also brought back several team members from the original Planetside art, design and code team, as well as a ton of other talented, experienced MMO and FPS developers – many of whom I will begin introducing to you in my next update.

To say that the team and I are excited would be an understatement. Over the coming weeks and months, you can expect to receive a lot more detail about what we have in-store for PSNext. Much of this information will be presented to the PS community exclusively, because frankly, if your passion for the original didn’t exist, I wouldn’t be typing this.

Planetside set the bar for the Massively Multiplayer FPS market 8 year ago and we look forward to setting it again.


Title: Re: Planetside 2
Post by: HaemishM on April 14, 2011, 08:49:15 AM
Why would you feel the need to copy and paste that? I just read that fucking thing and there is zero actual interesting content in there.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 14, 2011, 08:53:51 AM
Its what I have always done. If I find news, lame or not, I post it.


Title: Re: Planetside 2
Post by: WayAbvPar on April 14, 2011, 09:40:45 AM
:facepalm:


Title: Re: Planetside 2
Post by: LK on April 14, 2011, 10:58:31 AM
Do you ever question if that's a good idea? Curious. I understand you're fulfilling some sort of need in yourself to share this stuff, but I don't know if you're considering the audience when you do so.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 14, 2011, 11:01:19 AM
I'm sorry, a producers letter was posted, I brought it here.

I do not see the problem.  If you don't care, don't read it? Thats what I do.


Title: Re: Planetside 2
Post by: Draegan on April 14, 2011, 11:02:29 AM
I don't see an issue with what BW did.


Title: Re: Planetside 2
Post by: HaemishM on April 14, 2011, 11:14:13 AM
My issue is more that the producer's letter said fuckall about anything interesting whatsoever. Nothing about the game's design features. It was a "I work here now!" post. Why copy and paste that? It was barely useful on the site it was posted on where only Planetside fans go. When I look at this thread being updated, I hope that it's at least updated with something interesting - or it's another MMOFPS is/isn't viable discussion.

You don't have to post useless producer's letters that say nothing about the game development. Post that there is a producer's letter that says so and so is now Exec. Producer, then post a link. You should only be posting the whole story when there's actually some sort of story to post.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 14, 2011, 11:21:50 AM
It put a number of conjecture points to rest, and included some info about the team itself and its development time. It was relevant to me.

I now return to you to the ongoing MMOFPS is/isn't viable discussion.


Title: Re: Planetside 2
Post by: Furiously on April 14, 2011, 11:32:17 AM
It did contain something interesting to me. What they didn't say about planetside.  Actuallly they should put in some sort of guildwars hall of monuments thing and watch their subs rise while they milk the franchise before they crash and burn with the sequel.


Title: Re: Planetside 2
Post by: LK on April 14, 2011, 05:24:10 PM
I don't doubt others took some value from it. That's reason enough to post something. But I think your perspective on what is actual relevant information and what is just marketing fodder for a fanbase crazed for updates of any value is a little skewed. I won't presume what the majority is here.


Title: Re: Planetside 2
Post by: 01101010 on April 14, 2011, 06:53:29 PM
While I agree that letter is worthless, it does give us a heretic to burn when PS2 goes vapor. Now we know precisely who to throw stones at... or at least one more person.


Title: Re: Planetside 2
Post by: Count Nerfedalot on April 14, 2011, 07:26:09 PM
Or hey! We could make fun of where he couldn't even get an informationless self-introductory puff piece right.   :awesome_for_real:

My favorite is this line: "Since then, the development team has been pining away on a new graphics engine, building art assets and designing new content."

Nevermind that they hopefully weren't working on a new graphics engine for any significant part of that year and a half since the game was announced, or is this their third try now?  The real gem is his use of "pining away".  How the hell do you "pine away" on anything?  I don't think that word means what he thinks it means.  :why_so_serious:



Title: Re: Planetside 2
Post by: Pezzle on April 14, 2011, 08:02:48 PM
Amped?  Really?  I have yet to meet a person who used that in conversation.


Title: Re: Planetside 2
Post by: DayDream on April 15, 2011, 12:23:37 AM
With any luck, his poor use of language means he's got actual code monkey experience!  He's bound to get good results from his fellow code writing humans!

 :awesome_for_real:


Title: Re: Planetside 2
Post by: Surlyboi on April 15, 2011, 12:31:16 AM
While I agree that letter is worthless, it does give us a heretic to burn when PS2 goes vapor. Now we know precisely who to throw stones at... or at least one more person.

Smed is still your primary target.

Never forget.


Title: Re: Planetside 2
Post by: Sutro on April 15, 2011, 02:24:49 AM
It's interesting insofar as the producer was the EP of Clone Wars Adventures. I, for one, am thankful I'm able to lower my expectations some more.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 15, 2011, 05:17:36 AM
It's interesting insofar as the producer was the EP of Clone Wars Adventures. I, for one, am thankful I'm able to lower my expectations some more.

Yeah, but having some of the original developers from PS1 Counters that for me.


Title: Re: Planetside 2
Post by: Yegolev on April 15, 2011, 07:37:58 AM
Its what I have always done. If I find news, lame or not, I post it.

(http://dl.dropbox.com/u/85916/bugs_drinking.jpg)


Title: Re: Planetside 2
Post by: Mrbloodworth on April 15, 2011, 07:53:59 AM
You been snooping on my hard drive Yeg?


Title: Re: Planetside 2
Post by: slog on April 21, 2011, 10:45:19 AM
He should said "Over the coming years ,weeks and months, you can expect to receive a lot more detail about what we have in-store for PSNext."


Title: Re: Planetside 2
Post by: LK on April 21, 2011, 03:34:22 PM
Masturbating over every little development isn't going to make it come out any faster. Seriously detached from the hype machine. When it happens, it happens. THEN I'll care about it. Meantime I have more important things to do with my time.


Title: Re: Planetside 2
Post by: 01101010 on April 21, 2011, 03:41:57 PM
Masturbating over every little development isn't going to make it come out any faster. Seriously detached from the hype machine. When it happens, it happens. THEN I'll care about it. Meantime I have more important things to do with my time.

Like this post!  :why_so_serious:


Title: Re: Planetside 2
Post by: LK on April 21, 2011, 04:20:23 PM
 :awesome_for_real:


Title: Re: Planetside 2
Post by: Sky on April 21, 2011, 09:00:36 PM
Lorekeep, living up to the avatar.


Title: Re: Planetside 2
Post by: Tearofsoul on May 19, 2011, 01:52:38 PM
I got a Planetside 2 new map for you, bitches :D !

(http://www.mmogcn.com/bbs/data/attachment/forum/201105/20/045413y3c4n54s9656fc35.jpg)


Title: Re: Planetside 2
Post by: Mrbloodworth on May 19, 2011, 01:57:31 PM
I see warpgates.


Title: Re: Planetside 2
Post by: 01101010 on May 19, 2011, 02:43:30 PM
So where the hell did that projo picture come from anyway? Just curious. And fuck warp gates...


Title: Re: Planetside 2
Post by: UnSub on May 19, 2011, 05:59:07 PM
If the '4km x 4km maps' refers to PS2 being instanced-based, I'm going to have a big laugh.


Title: Re: Planetside 2
Post by: 01101010 on May 19, 2011, 06:30:51 PM
If the '4km x 4km maps' refers to PS2 being instanced-based, I'm going to have a big laugh.

:(



Title: Re: Planetside 2
Post by: Malakili on May 19, 2011, 07:31:41 PM
If the '4km x 4km maps' refers to PS2 being instanced-based, I'm going to have a big laugh.

I'll have a big cry, and then a big laugh later on...and begrudgingly resub to WW2O again.  Unless Tribes Universe manages not to suck.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 20, 2011, 06:17:11 AM
How big were the original maps? But yeah, not even sure where that image came from or if its real, it could just be someones "It should be this way" slide show.


Title: Re: Planetside 2
Post by: 01101010 on May 20, 2011, 06:44:32 AM
They were pretty fucking big considering it took me forever and a day to drive my AMS out of a warpgate to the other side of a cont to another warpgate. Given the AMS speed spec (http://wiki.planetsidesyndicate.com/index.php?title=AMS) of ~65kph... so yeah.

Then again, I'd be all for the 4km x 4km to be the size of a base/city.


Title: Re: Planetside 2
Post by: shiznitz on May 20, 2011, 11:59:19 AM
As painful as driving one was, I don't recall driving halfway across on a map on the roads ever taking 15 mins.  So at 65kph, I was driving 10-15km in distance (not straight shot) so a 4km x 4km map strikes me as very small for PS.

I hope that and the instancing are wrong.


Title: Re: Planetside 2
Post by: 01101010 on May 20, 2011, 12:21:35 PM
As painful as driving one was, I don't recall driving halfway across on a map on the roads ever taking 15 mins.  So at 65kph, I was driving 10-15km in distance (not straight shot) so a 4km x 4km map strikes me as very small for PS.

I hope that and the instancing are wrong.

Searhus just because the middle of the volcano was a big ass GO AROUND obstacle. And Cyssor was just fucking huge in terms of land...luckily, IIRC it was mostly flat with few bridges here and there.


Title: Re: Planetside 2
Post by: HaemishM on May 20, 2011, 12:22:22 PM
You don't really think they are going to make a Planetside 2 and NOT have instancing, do you?


Title: Re: Planetside 2
Post by: Mrbloodworth on May 20, 2011, 12:26:58 PM
Depends on what you mean, PS1 had it.

But no, one would hope they would stick to the open continents precedence.


Title: Re: Planetside 2
Post by: Malakili on May 20, 2011, 12:57:41 PM
Depends on what you mean, PS1 had it.

But no, one would hope they would stick to the open continents precedence.

Yeah, I think in terms of the game world at least, "we" are hoping for an equivalent to PS1.


Title: Re: Planetside 2
Post by: 01101010 on May 20, 2011, 01:09:13 PM
This whole god damn thread is like a trail of PS tears... Hilarious to go back and read the first pages from a year ago.


Title: Re: Planetside 2
Post by: Malakili on May 20, 2011, 01:19:12 PM
This whole god damn thread is like a trail of PS tears... Hilarious to go back and read the first pages from a year ago.

Yep.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 20, 2011, 01:20:24 PM
I have shed some for sure.


Title: Re: Planetside 2
Post by: Lantyssa on May 20, 2011, 02:11:51 PM
Are they hoping to put it on the PS3?  If yes, expect instancing.


Title: Re: Planetside 2
Post by: 01101010 on May 20, 2011, 02:14:11 PM
Are they hoping to put it on the PS3?  If yes, expect instancing.

Yep... and watch me NOT pick this up regardless of my love for PS.


Title: Re: Planetside 2
Post by: Ratman_tf on May 20, 2011, 02:24:19 PM
Are they hoping to put it on the PS3?  If yes, expect instancing.

The new lasher steals your CC info! OP!


Title: Re: Planetside 2
Post by: Tearofsoul on May 20, 2011, 03:15:49 PM
 :grin:

(http://www.mmogcn.com/bbs/data/attachment/forum/201105/20/045413yxnpywy3g4pxxaaa.jpg)


Title: Re: Planetside 2
Post by: Ratman_tf on May 20, 2011, 03:17:17 PM
:grin:

(http://www.mmogcn.com/bbs/data/attachment/forum/201105/20/045413yxnpywy3g4pxxaaa.jpg)

God, that could mean anything.  :uhrr:


Title: Re: Planetside 2
Post by: UnSub on May 20, 2011, 08:43:48 PM
I'm sure SOE said the same thing about Everquest 2.  :grin:


Title: Re: Planetside 2
Post by: shiznitz on May 24, 2011, 01:12:59 PM
PS2 begs for different exp buckets, or even get rid of exp and just have achievements with achievement ranks unlocking flexibility like exp did in PS1.  We all kow that achievements are going to be what people care about in the end anyway so why not just start there?


Title: Re: Planetside 2
Post by: 01101010 on May 24, 2011, 03:06:54 PM
PS2 begs for different exp buckets, or even get rid of exp and just have achievements with achievement ranks unlocking flexibility like exp did in PS1.  We all kow that achievements are going to be what people care about in the end anyway so why not just start there?

I will be very sad when I see a K/D counter. I know it'll be there and it'll still make me sad and I'll still play. But really, what's the difference between xp and achievements? I am not the kind to give two shits about "you are awarded the DROVE A PROWLER acheivement." But the world has (d)evolved since 2003...


Title: Re: Planetside 2
Post by: Surlyboi on May 24, 2011, 03:45:16 PM
Are we not men?


Title: Re: Planetside 2
Post by: Sky on May 25, 2011, 07:46:05 AM
Two words from that image: CHINA and FREE.  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on June 01, 2011, 09:43:24 AM
(http://img30.imageshack.us/img30/785/391f048109783e685882dd5.jpg)


Title: Re: Planetside 2
Post by: 01101010 on June 01, 2011, 10:20:56 AM
Stop it.   :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on June 01, 2011, 12:24:04 PM
Found another image, this is an approximately 4x overlay on an old map.

(http://img6.imageshack.us/img6/6323/4kmi.jpg)


Title: Re: Planetside 2
Post by: 01101010 on June 01, 2011, 12:39:23 PM
Forseral 2.0? Actually, looks like Forseral and Cyssor had a kid...

edit: Nevermind... I cheated and looked. Cyssor (http://wiki.planetsidesyndicate.com/index.php?title=Cyssor) - though I do not recall that snow cap mountain... age, it seems, has finally caught up to me.


Title: Re: Planetside 2
Post by: Surlyboi on June 01, 2011, 02:07:50 PM
So... smaller maps. Lame.


Title: Re: Planetside 2
Post by: 01101010 on June 01, 2011, 02:30:20 PM
So... smaller maps. Lame.

Not to sound too fanboi-ish here, but Cyssor was really too huge and most of the fighting I recall were in pockets either surrounding Gunuku or at the corners of the map. It could stand a bit of downsizing. Smaller Cyssor is fine with me as long as the structure of the continent is still there.


Title: Re: Planetside 2
Post by: Sky on June 02, 2011, 07:11:16 AM
Having pockets of fighting on a larger scale map is a good thing. Jamming everyone into a smaller space is a bad thing.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 02, 2011, 07:34:13 AM
I tend to lean to bigger is better myself. More room for varied encounters and such. But it all REALLY depends on what they do with the map design, for all we know, base interiors could be 4x as complicated now, towers could have6 floors and so on. The maps could be higher in altitude.

We just don't know.


Title: Re: Planetside 2
Post by: 01101010 on June 02, 2011, 08:00:21 AM
Oh don't get me wrong...I am for the massive maps and battles of 300+ people. All I am saying is that particular continent was huge in relation to the other maps - for example, Forseral, Amerish, Solsar, Oshur, and Hossin were perfect sized. As BW said, I am really more curious as to base diversity and complexity than if the maps are big enough.


Title: Re: Planetside 2
Post by: shiznitz on June 03, 2011, 12:46:23 PM
If the bases are designed better for defenders, then small overall continents make some sense.  Aircraft should be scared of flying over an unsecured base.


Title: Re: Planetside 2
Post by: Brennik on July 07, 2011, 04:44:10 AM
There's a clock counting down at www.planetside2.com (http://www.planetside2.com). We'll have something in 14 hours...  :drill:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 07, 2011, 05:57:20 AM
Uh oh!

12 hours to go.


Title: Re: Planetside 2
Post by: UnSub on July 07, 2011, 06:44:15 AM
We'll have something in 14 hours...  :drill:

I'm guessing... a sense of disappointment.


Title: Re: Planetside 2
Post by: Typhon on July 07, 2011, 06:51:19 AM
that's just the vast majority of your past experience talking - what the hell does it know?! 

I'm willing to suspend my disbelief (yet again!) and cherish the few remaining hours of anticipation of the coming of fps robot jesus!


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 07, 2011, 07:00:58 AM
When the timer ends, they will launch their promotional facebook page and if 10 million people "like" it they will release a trailer of current alpha stage gameplay footage.


Title: Re: Planetside 2
Post by: Lantyssa on July 07, 2011, 07:14:41 AM
It'll be "Psyche!  We're doing SWG2."


Title: Re: Planetside 2
Post by: 01101010 on July 07, 2011, 07:27:22 AM
Planetside 2: electric boogaloo. I fully agree that this will be some sorta website/facebook fan site opening up. On the other hand, they could announce they are closing shop on it due to SOE troubles.  :why_so_serious:


Title: Re: Planetside 2
Post by: Tearofsoul on July 07, 2011, 07:47:01 AM
Way too many trolls at f13.net


Title: Re: Planetside 2
Post by: tmp on July 07, 2011, 07:52:43 AM
It's not trolling when you're right.


Title: Re: Planetside 2
Post by: Sky on July 07, 2011, 07:58:39 AM
It's not trolling when you're right.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 07, 2011, 09:48:54 AM
When the timer ends, they will launch their promotional facebook page and if 10 million people "like" it they will release a trailer of current alpha stage gameplay footage.

There is already a facebook page.

https://www.facebook.com/PlanetSide2


EDIT: I completely forgot the SOE fanfare was going on.

Also: Metatag = "PlanetSide 2 is the only first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Be a part of explosive action in a futuristic world with forces ranging from tactical squads to thousand player armies all taking place in real-time on enormous open-world continents."


Title: Re: Planetside 2
Post by: HaemishM on July 07, 2011, 11:40:43 AM
Open-world continents? Methinks someone used the buzzword-a-tron to write up that meta description.


Title: Re: Planetside 2
Post by: Ratman_tf on July 07, 2011, 01:00:12 PM
Shut the fuck up, you fuckers! I want this to be decent!  :tantrum:


Title: Re: Planetside 2
Post by: 01101010 on July 07, 2011, 01:02:22 PM
I got a feeling it's probably another set of screenshots of a game that will never be.  :ye_gods:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 07, 2011, 01:09:07 PM
Shut the fuck up, you fuckers! I want this to be decent!  :tantrum:


Title: Re: Planetside 2
Post by: Ghambit on July 07, 2011, 01:53:26 PM
Twer I designing this game I meta all you bastards into thinking the game was pre-alpha marketing likely-to-be-cancelled shite, put up a few of these countdown things wherein they ultimately lead to utter sadness, then one day put one up that expires into a giant "Play Now" button revealing a completely ready-to-play game.... then I'd sit back and revel in the salty shower of your anti-tears.

But, that wont happen here.   :awesome_for_real:


Title: Re: Planetside 2
Post by: Lantyssa on July 07, 2011, 02:16:50 PM
That'd actually be superb marketing.  But it'll never happen.


Title: Re: Planetside 2
Post by: 01101010 on July 07, 2011, 02:18:07 PM
Twer I designing this game I meta all you bastards into thinking the game was pre-alpha marketing likely-to-be-cancelled shite, put up a few of these countdown things wherein they ultimately lead to utter sadness, then one day put one up that expires into a giant "Play Now" button revealing a completely ready-to-play game.... then I'd sit back and revel in the salty shower of your anti-tears.

But, that wont happen here.   :awesome_for_real:

Ya know I thought about what would happen if a company just released a game instead of doing the marketing dance first. PC only of course...  :why_so_serious:


Title: Re: Planetside 2
Post by: Demonix on July 07, 2011, 05:44:41 PM
Shut the fuck up, you fuckers! I want this to be decent!  :tantrum:


Title: Re: Planetside 2
Post by: JWIV on July 07, 2011, 05:49:21 PM

Also: Metatag = "PlanetSide 2 is the only first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Be a part of explosive action in a futuristic world with forces ranging from tactical squads to thousand player armies all taking place in real-time on enormous open-world continents."

But but but, what about CAVES?   :grin:


Title: Re: Planetside 2
Post by: 01101010 on July 07, 2011, 06:05:50 PM

Also: Metatag = "PlanetSide 2 is the only first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Be a part of explosive action in a futuristic world with forces ranging from tactical squads to thousand player armies all taking place in real-time on enormous open-world continents."

But but but, what about CAVES?   :grin:

:facepalm:

no


Title: Re: Planetside 2
Post by: UnSub on July 07, 2011, 06:12:32 PM
40 minutes to go...


Title: Re: Planetside 2
Post by: Ratman_tf on July 07, 2011, 06:19:18 PM

Also: Metatag = "PlanetSide 2 is the only first person shooter that delivers truly epic, massive combat on a scale never before seen in stunning, breathtaking detail. Be a part of explosive action in a futuristic world with forces ranging from tactical squads to thousand player armies all taking place in real-time on enormous open-world continents."

But but but, what about CAVES?   :grin:

(http://nestaquin.files.wordpress.com/2010/01/edna-mole.jpg)

"No caves!"


Title: Re: Planetside 2
Post by: UnSub on July 07, 2011, 06:56:41 PM
And it's live.

Obviously getting pounded by players, but there is a trailer, FAQ and media page, plus a sign-up box (for what is probably a newsletter)


Title: Re: Planetside 2
Post by: Malakili on July 07, 2011, 06:57:15 PM
Site is down, looks like ps2 is starting out in true mmo fashioned.


Title: Re: Planetside 2
Post by: UnSub on July 07, 2011, 07:00:36 PM
I tried a few times and got through, although I couldnt' sign up for the newsletter.

The FAQ contains the usual buzzwords and nothing really concrete, so I'm guessing the 'launch Q2 2011' from Smedley a while back was 'we launch the website sometime around then'.


Title: Re: Planetside 2
Post by: slog on July 07, 2011, 07:02:33 PM
The trailer doesn't tell you much.  Sparse graphics,  can't tell if it's instanced.

I'm pretty sure that just going to that website gives lulsec your credit card info.


Title: Re: Planetside 2
Post by: Ratman_tf on July 07, 2011, 07:03:36 PM
Gameplay footage was at least hopeful. Pew pew!


Title: Re: Planetside 2
Post by: slog on July 07, 2011, 07:08:36 PM
What is the business model for Planetside 2?

We will have more information on this in the months ahead. Sign up to receive our email updates and like us on Facebook to be in the know.

 :heartbreak:



Title: Re: Planetside 2
Post by: Mrbloodworth on July 07, 2011, 07:09:16 PM
*squee*


Title: Re: Planetside 2
Post by: Surlyboi on July 07, 2011, 07:14:17 PM
(http://static.images.memegenerator.net/Instances400/8/8481/8684972.jpg)


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 07, 2011, 07:57:27 PM
looks ok, gonna have to have really good mass/persistant elements to give it appeal over BF3 though, which looks to have much better FPS mechanics.


Title: Re: Planetside 2
Post by: Surlyboi on July 07, 2011, 07:58:46 PM
I will say I like the new uniforms and the more gritty look and feel.


Title: Re: Planetside 2
Post by: UnSub on July 07, 2011, 08:20:58 PM
I will say I like the new uniforms and the more gritty look and feel.

Felt appropriately Halo-like, didn't it?


 :awesome_for_real:


Title: Re: Planetside 2
Post by: Surlyboi on July 07, 2011, 08:27:56 PM
Somewhat Halo like. Nothing wrong with that.

Barneys still look like tools though.


Title: Re: Planetside 2
Post by: tmp on July 07, 2011, 08:48:01 PM
Surely someone can muster up some hate for how people in the video are all standing still while they're shooting. :oh_i_see:

(looks more like Tabula Rasa than Halo to me, but then i actually liked TR so, eh)


Title: Re: Planetside 2
Post by: Ghambit on July 07, 2011, 09:52:33 PM
Y'know what?  Fuck this game!  Why??  'Cause it'll come out, I'll get all jacked up, reformulate my Squad (website and everything), maybe get some old tac. vets back into it, pound my way to a high lvl Commander and BAM!!!!  SWTOR will release and the game will go /crickets.

Just like PS1 just before SWG.   :oh_i_see:


Title: Re: Planetside 2
Post by: Trippy on July 07, 2011, 10:27:40 PM
Underwhelming. Nothing in that trailer made me excited about the game.


Title: Re: Planetside 2
Post by: Spiff on July 07, 2011, 11:03:45 PM
Underwhelming is an understatement here, it was piss.
Imagine you didn't play Planetside and knew nothing of it, that trailer is supposed to get you interested in PS2 then?
The only good thing about it is it tells the rest of us it might not be vaporware.


Title: Re: Planetside 2
Post by: Trippy on July 07, 2011, 11:17:18 PM
They should've let the guys who made that PS fan trailer make this one.

http://www.gametrailers.com/user-movie/planetside-fan-trailer/149720


Title: Re: Planetside 2
Post by: slog on July 08, 2011, 03:22:49 AM
http://www.youtube.com/watch?v=kyYUehrWjMM

PlanetSide 2 @ SOE Fan Faire 2011

Quick Summary:
No Instancing
New Territory and Conquest mode.
All terrain is contestable, not just bases.  (no idea how this works)
Resources are auto awarded based on capturing/defending territory
Resources are used for weapon upgrades, shortcut skills, attaching new weapons to your vehicles
Different Empires will use different strategies
Classes are in (think Battlefield classes)  You can switch seamlessly between classes
Certification Trees are in, but are a lot more massive.
Certs use Evelike Offline advancement system so you can keep up with your catass friends.  It's not 100% offline though.


Title: Re: Planetside 2
Post by: 01101010 on July 08, 2011, 03:54:39 AM
Well, it least it was something. And I liked the shirt...


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 05:48:42 AM
Classes

Booooo!

(http://www.planetside-universe.com/images/ps2/nc_max.jpg)

(http://www.planetside-universe.com/images/ps2/vs_max.jpg)

(http://www.planetside-universe.com/images/ps2/tr_max.jpg)

Those look awesome, yet still reflect the old versions. Other than the VS though, not seeing halo IMO. The building in the video seems to be just a Vanu influenced tower.


Title: Re: Planetside 2
Post by: slog on July 08, 2011, 06:00:40 AM
I don't think Classes are that big a deal.  You just swap kits and you are good to go.  (assuming that's what they meant)


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 06:07:32 AM
It does depend on what they mean, however I prefer the completely open cert system. There is no need for classes IMO.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 08, 2011, 06:10:18 AM
Well it's very ambiguous..In a way going light/medium/heavy/max was choosing a class. Until they say more about it, it could be a question of semantics.


Title: Re: Planetside 2
Post by: Draegan on July 08, 2011, 06:38:49 AM
That trailer looked terrible.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 06:56:17 AM
Just watched the fanfare video, classes concern me even more now, so does "Cert-tree". Need more info. However:

Quote
The creative director also hinted at potential sandbox uses for resource management, including the possibility of players being able to build their own defences and facilities.

 :grin:


Title: Re: Planetside 2
Post by: slog on July 08, 2011, 07:12:19 AM
Well it's very ambiguous..In a way going light/medium/heavy/max was choosing a class. Until they say more about it, it could be a question of semantics.

Yea I agree completely. 


Title: Re: Planetside 2
Post by: slog on July 08, 2011, 07:12:55 AM
Just watched the fanfare video, classes concern me even more now, so does "Cert-tree". Need more info. However:

Quote
The creative director also hinted at potential sandbox uses for resource management, including the possibility of players being able to build their own defences and facilities.

 :grin:

he said "in the future" which means "maybe in an expansion pack"


Title: Re: Planetside 2
Post by: Amaron on July 08, 2011, 07:20:10 AM
Why are we hating on classes?   TF2 and Brink have classes but I don't remember anyone suggesting that was bad.


Title: Re: Planetside 2
Post by: shiznitz on July 08, 2011, 07:23:43 AM
I want to hear that the dev team can redesign the world so that the combat lines don;t become stale over time.


Title: Re: Planetside 2
Post by: Venkman on July 08, 2011, 07:26:42 AM
I still don't understand who this game is for. Unless it's a super cheap graphical/engine upgrade (and given the stand-in-spot firing, I wouldn't be surprised), the PS1 market was never big enough for a full fledged sequel.

Any talk of business model yet? Can't imagine it's anything but f2p with vanity items, but ya never know with these guys.

Why are we hating on classes?   TF2 and Brink have classes but I don't remember anyone suggesting that was bad.
Yea, not sure either. Classes are fine for this kind of game.


Title: Re: Planetside 2
Post by: Amaron on July 08, 2011, 07:36:10 AM
the PS1 market was never big enough for a full fledged sequel.

Well PS1 is too old to judge anything frankly.    I'm somewhat skeptical too but I don't think an FPS that came out when dialup modems were still common is going to tell us much.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 07:46:15 AM
Why are we hating on classes?   TF2 and Brink have classes but I don't remember anyone suggesting that was bad.

I prefer the open-cert system where I make my own class. If I can't heal, drive tanks, Toss out CE and use a rocket launcher, ill be pissed.

Examples:





Some titbits from RPS I found interisting: (http://www.rockpapershotgun.com/2011/07/08/the-return-to-auraxis-planetside-2/)


Cert-tree imply a power progression, if so they have learned nothing, and it goes in the face the the tenant of Plantside. More options, not more power. Still until we know more info I'm just guessing in reality.


Title: Re: Planetside 2
Post by: 01101010 on July 08, 2011, 08:02:31 AM
Still no timeline though... so talk to you in January when the next press release comes out.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 08, 2011, 08:20:12 AM
I still don't understand who this game is for. Unless it's a super cheap graphical/engine upgrade (and given the stand-in-spot firing, I wouldn't be surprised), the PS1 market was never big enough for a full fledged sequel.

PS1 generated quite a bit of interest, it fell on its face due to some very poor design and coding decisions. The code being so inflexible that the game basically could only have limited patching. Bad physics, graphics, lag handling, 1 hitbox models, and instant hit registering (phony projectile physics/tracking). Overall the game was a pretty bad FPS compared to games out at the time like BF1942, and also pretty lacking in MMO features to justify a recurring subscription.

There are definitely a lot of people though who are keen for a game like this, and PS2 could be a hit if they execute well this time.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 08:45:01 AM
Some Q&A Panel stuff coming out now. (http://www.planetside-universe.com/p-fan-faire-2011-qa-70.htm)


Title: Re: Planetside 2
Post by: Ratman_tf on July 08, 2011, 08:48:36 AM
It does depend on what they mean, however I prefer the completely open cert system. There is no need for classes IMO.

If the first 'tier' was premade classes, for new players or those who don't want to play the Cert game, then have the option to deconstruct your class, effectively making it open cert, that would be good.

*Edit*

The mission system sounds like it could be really cool.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 09:02:30 AM
Adding any sort of "class" restrictions seems to be aimed at enticing players from other titles. I just do not feel its worth it. Open-cert is Plantside, classes are not. Its one of the shining features of Plantside, its flexibility, and horizontal progression.

Perhaps its not as bad as I think. Perhaps the cert system was to hard for people to grasp as opposed to classes? *shrug*


Title: Re: Planetside 2
Post by: Ratman_tf on July 08, 2011, 09:14:41 AM
Perhaps its not as bad as I think. Perhaps the cert system was to hard for people to grasp as opposed to classes? *shrug*

Too hard for some, almost certainly.
Ideally, they'd let the player choose their own level of complextiy. That way the players who just want to pick a class and go, can do so, and the players who want to tweak can 'open the hood' and do that too.

I mean, why have classes and skills? Unless they're going to have an RPG power advancement scheme, in which case, fuck 'em.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 09:16:48 AM
I was hoping he was misspeaking when "skills" were said. If I see a +1, ...  :mob:


Title: Re: Planetside 2
Post by: 01101010 on July 08, 2011, 09:18:16 AM
Adding any sort of "class" restrictions seems to be aimed at enticing players from other titles. I just do not feel its worth it. Open-cert is Plantside, classes are not. Its one of the shining features of Plantside, its flexibility, and horizontal progression.

Perhaps its not as bad as I think. Perhaps the cert system was to hard for people to grasp as opposed to classes? *shrug*

I would wager a guess that they are using class as a flash word that seems to have some sort of meaning to gamers these days. I agree with you, allowing cert points to be used where ever and for whatever with a timed reset was why PS excelled. If you had 10 cert points you had flexibility in character modification. The way it sounds now... you pick a class and drop your cert points into what that class allows.

And they need to stay away from the thousands of players in battle thing... we tried that and crashed the servers several times with too many people in one spot - which lead to the devs putting up counters on the continents, 133 per faction IIRC. However, it is still much larger than the bullshit we have now.

As for the MAX unit pictures... I want to see what they will actually look like rather than those concept art shots. Those are way too detailed to be viable.

I guess the biggest news I am somewhat excited about, they are keeping the three factions.


Title: Re: Planetside 2
Post by: Abelian75 on July 08, 2011, 09:33:19 AM
I still don't understand who this game is for.

Not to be too cynical, but I'm going to go out on a limb and suggest that this game is for a company that needs to release a subscription game to pull in some profit quickly, and doesn't have time to make a game that requires building a lot of structured content.

Hey, it could be good, who knows.  But to me it seems pretty clear that it was chosen as an "oh shit, what can we do!?" project.


Title: Re: Planetside 2
Post by: UnSub on July 08, 2011, 09:38:43 AM
It's also an IP that SOE doesn't have to pay royalties on. Or have to worry about the contract not being renewed.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 09:40:40 AM
I still don't understand who this game is for.

Not to be too cynical, but I'm going to go out on a limb and suggest that this game is for a company that needs to release a subscription game to pull in some profit quickly, and doesn't have time to make a game that requires building a lot of structured content.

Hey, it could be good, who knows.  But to me it seems pretty clear that it was chosen as an "oh shit, what can we do!?" project.

No. Its also highly unlikely to be sub-based, nothing going on at SOE would indicate this what so ever. The current thrust for them has been MT and cash shops. Sub was also a major learning point for them with the first title ( I hope! ).

Its for all the people that loved Planetside one. It may not have had numbers like Wow ( That came out a year later ), but it was loved by many and still creates some of the best gaming stories and experiences to be told. Its also been going for 8 years now.


If you "got" Plantside, you GOT it, and bad.

It's also an IP that SOE doesn't have to pay royalties on. Or have to worry about the contract not being renewed.

That too.  :grin:


Title: Re: Planetside 2
Post by: Abelian75 on July 08, 2011, 09:52:59 AM
No. Its also highly unlikely to be sub-based, nothing going on at SOE would indicate this what so ever. The current thrust for them has been MT and cash shops. Sub was also a major learning point for them with the first title ( I hope! ).

Yeah, that was sloppy speaking on my part.  I really just meant to contrast it with COD and such, and would indeed be astonished if it was a traditional sub-fee model.  Hell, even EQ2 isn't a traditional sub fee model anymore.  Is there a general term for games that expect a dramatically larger income per player than 50 dollars? :)

And hey, I liked Planetside too, and I love the idea of a MMOFPS in that style.  My snide comment was more to indicate that I really do think the motivation here is a desperate effort to survive, as it basically seemed to come out of nowhere and seems to be pushing for an extremely short dev cycle.  All I meant in response to the question "who is it for?" was that it was probably conceived not by spotting an untapped market and making an awesome game to fill that niche, but rather primarily by looking for something that can be made very cheaply, and very quickly.  I could be wrong, of course.  Possibly.

But yes, obviously there are people that want to play a game like this.  I was right there drooling over the original PS's concept while it was still in development, trust me.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 09:54:54 AM
I think you are partly right. The last batch of SOE games have been low initial investment MT games though, so its not that far out of left field.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 10:38:54 AM
Live bloging the Q&A.

Quote
PlanetSide Universe:
Everything from your vehicles handling to your squad respawn mechanics will be based on the skill tree. You will be able to increase things like horsepower on vehicles in the skill tree. They still want to make sure that new players are on the same footing as older players, with older players just being more versatile.
Friday July 8, 2011 10:25
   
PlanetSide Universe:
Squad leadership will be a skill that will allow you to do things like creating missions for your squad and marking targets for your squad. Also increasing squad re-spawning benefits.

Quote
PlanetSide Universe:
John is comparing the game to a game like battlefield 2 for vehicle handling.

Quote
PlanetSide Universe:
Will there be command rank in PlanetSide 2. There will be a mission system in PlanetSide 2, the most basic layer will be an automated mission system. The next layer will be Squad Leaders putting together missions for their squad, Outfits and entire Empire wide missions as well.

Quote
PlanetSide Universe:
There will be squad level buffs for good squad leaders.

Quote
PlanetSide Universe:
There will be AMSs in the game, as well as Squad Spawning.

PlanetSide Universe:
Squad spawning does not work indoors.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 11:35:14 AM
From PC gamer mag:

Quote
What we know

The basics

 
  •   It’s being built in the new Forge Light engine, which SOE has built in-house from scratch for PlanetSide and EQ Next. It uses the PhysX engine to handle its fancy physics effects.
  •   PlanetSide 2 is a “reimagining” of PlanetSide: same world, same factions, set at roughly the same time as the original game.
  •   The key ingredients are back: territory control in a persistent open-world, humungous battles with hundreds of players participating on foot and in land and air vehicles (15 different types), and free-form character customization that lets you specialize in specific roles, utilizing 20 different customizable weapons.

 
Character customization

   
  • Players can swap between classes in between deaths (Medic, Engineer, Infiltrator, Heavy Weapons, etc.), which essentially act like weapon/armor loadouts.
  • The majority of your customization is done through the amazingly large skill trees. Every class has it’s own skill page, which is built up of a set of sub-trees that let you specialize in certain activities by customizing how your weapons and vehicles function.
        For example, someone who enjoys piloting the nimble Mosquito fighter can upgrade that vehicle’s handling, damage, or armor – or unlock secondary weapon slots like AA or anti-infantry cannons (or all of ‘em eventually!)
  • Skills, also called certifications, are trained very similarly to EVE Online (over time, and continuing while you’re offline), but also go faster when you’re actively playing.
  • Skills will also unlock gameplay features, such as the ability to create missions for your faction members to see and repond to. Skills “will affect everything” in PlanetSide 2.
  • Outfits (clans) will have separate skill trees to unlock and specialize with as well.
  • A leader is as viable as a role as a scout, healer, tank, assassin, or vehicle pilot.
  • There is not a single use of instancing in the entire game (instances, for those shooter fans less acquainted with MMO terminology, are usually used in MMOs to segment gamers. That reduces server strain by placing each group or team in their own copy of the same location), and every single inch of that massive game world (multiple continents with hundreds of territories and eventually multiple planets) is captureable by players.
  • Territory is controlled by capturing a specific facility on that territory, and control is shown on the game world’s map.
  • Unlike PS, you can capture any territory at any time, but you do get “significant bonuses” to capturing a territory adjacent to your own. The example given was that someone back-capping a territory way behind the front lines may need 30 minutes to capture, whereas the team that controls all the territories around that one can go take it in 30 seconds.
  • Thousands of players can be fighting in these battles for territory control at the same time.
  • Each continent has multiple regions; each region has specific resource benefits given to the faction that controls it and to the individuals that help defend/take it. For example, some territories are rich in a particular rare or common resource. This will be key to the metagame, as they’ll be needed for everything from changing/upgrading vehicles and weapons to creating vehicle pads and building defenses in the future.

What sounds likely to happen

   
  • Capturing territory will have a noticeable change on that territory’s appearance. Small effects are confirmed, but we expect players will want them to be more drastic than just a few banners changing logos.
  • There is currently no plans to allow players to jack other faction’s vehicles with the Hacking skill. We hope they change this, but it sounds unlikely.
  •   SOE is really pushing the idea of wanting to make PlanetSide 2 into a full “sandbox” game in the future, with EVE Online as the most-sourced comparison. There will likely be a heavy emphasis put on the economy side of gameplay. It’d be interesting to see if increasing resource production is a particular specialty that leader-type characters could do.
  • This will almost assuredly be a Playstation 3-crossover game. Smedley all but confirmed it when asked about it during the press panel.
  •   Expect to see a lot of influence from top modern shooters, which Smedley frequently referred to when discussing how PlanetSide 2 has changed from its original–at least when it comes to FPS mechanics. One small feature borrowed: a skill that lets you spawn on your teammates, instead of at a spawn location or on leaders only.

Distant possibilities that have our spidey senses tingling

   
  • A single-shard server, a la EVE Online. Our interview with President John Smedley (up later today) goes into more details on why this is a real possibility, and how they’re currently testing it.
  • The developers mentioned several times that they want to allow players to design their own structures in the future. We’d love to see players be able to customize their own weapons (similar to Borderlands) or design their own vehicle hybrids as well.
  • Hoverboards?
  • With SOE taking inspiration from modern shooters, I bet some sort of kill streak mechanic will be worked in.
  • I’ll go out on a limb and say beta late 2011, release mid-2012. Smedley refused to be specific, but told me, “it’s not coming out soon, but it’s coming sooner than you think.”
  • I think this will still be a subscription-primary game: that means a very limited free mode with an optional sub and microtransactions store (much like Clone Wars Adventures).
SOE has been very resistant to a true free-to-play model that doesn’t lock the majority of features/content behind a subscription fee. Smedley’s only comment was, “there will be some free element to it.”[/li]

[/list]



Title: Re: Planetside 2
Post by: HaemishM on July 08, 2011, 11:52:40 AM
(looks more like Tabula Rasa than Halo to me, but then i actually liked TR so, eh)

This. That's not a good start.


Title: Re: Planetside 2
Post by: Surlyboi on July 08, 2011, 01:07:00 PM
I loved TR but I don't think this looks anything like it. Plus, I'm pretty sure it's still an FPS, not a skill-roll dicefest.


Title: Re: Planetside 2
Post by: Paelos on July 08, 2011, 01:07:40 PM
I'm not sure what they are going for, but I don't like it.


Title: Re: Planetside 2
Post by: slog on July 08, 2011, 01:12:29 PM
I'm not sure what they are going for, but I don't like it.

Can't really tell one way or the other until I play it.  Since we have a year to wait....


Title: Re: Planetside 2
Post by: Malakili on July 08, 2011, 01:15:13 PM
Looks good to me.  I can be picky about little things, but it looks plenty good enough to get me to put down World War 2 Online for a while at the very least.


Title: Re: Planetside 2
Post by: 01101010 on July 08, 2011, 01:25:07 PM
Fucking hell.... are you kidding me? You die and you can swap trees? So much for consequences - and how is that going to work with cert points? That does not reference an open cert policy. Sure, when you die you can suddenly become a medic from a pilot or a heavy infantry...  :uhrr: The one great thing about PS was the horizontal leveling system to which they shall now just piss all over... though they were doing that towards the end of my PS run with the "you have to have a mossy cert in order to fly a reaver" bullshit.

The more I read this shit the more it really makes me sad in the pants. I understand it is a new game and all, but it feels more like they are making a current game with a PS skin rather than a PS game with a new skin.


Title: Re: Planetside 2
Post by: Ratman_tf on July 08, 2011, 01:43:33 PM
I like the notion of a sandbox shooter.


Title: Re: Planetside 2
Post by: Malakili on July 08, 2011, 01:45:24 PM
Fucking hell.... are you kidding me? You die and you can swap trees? So much for consequences - and how is that going to work with cert points? That does not reference an open cert policy. Sure, when you die you can suddenly become a medic from a pilot or a heavy infantry...  :uhrr: The one great thing about PS was the horizontal leveling system to which they shall now just piss all over... though they were doing that towards the end of my PS run with the "you have to have a mossy cert in order to fly a reaver" bullshit.

The more I read this shit the more it really makes me sad in the pants. I understand it is a new game and all, but it feels more like they are making a current game with a PS skin rather than a PS game with a new skin.

The less personal advancement in the game the better as far as I'm concerned.  Let personal skill be "advancement"  you want to be the best transport pilot around, get fucking to it instead of relying on skill points.


Title: Re: Planetside 2
Post by: tmp on July 08, 2011, 01:56:56 PM
I loved TR but I don't think this looks anything like it.
Well,

http://files.dropbox.com/u/570522/Pictures/screens/tabularasa02.jpg
http://www.blogcdn.com/massively.joystiq.com/media/2007/12/dor01.jpg

it's mainly the colour palette and semi-cell shaded style i think. Though some of the armour designs are also similar, but that's pretty much unavoidable. Still, not really a problem; just the first impression it gave me.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 08, 2011, 01:57:30 PM
I like the notion of a sandbox shooter.

Yeah. I don't really care about whatever cert/class system comes out as long as it is not does not give a power advantage beyond versatility. Some purist PS1 guys want it to be exactly the same but it isn't a big deal for anyone who wasn't a PS1.

Eve style sandbox FPS game sounds great tho, I really like a lot of what they said in the PC Gamer quote. Hopefully they can pull off the key design/execution that failed PS1.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 08, 2011, 02:07:01 PM
Looks like a more modern Plantside to me. *shrug* The models and such are clearly taking cues from the old ones.



Some more then others for sure. Its the same guy directing it.



Title: Re: Planetside 2
Post by: Surlyboi on July 08, 2011, 02:33:48 PM
I loved TR but I don't think this looks anything like it.
Well,

http://files.dropbox.com/u/570522/Pictures/screens/tabularasa02.jpg
http://www.blogcdn.com/massively.joystiq.com/media/2007/12/dor01.jpg

it's mainly the colour palette and semi-cell shaded style i think. Though some of the armour designs are also similar, but that's pretty much unavoidable. Still, not really a problem; just the first impression it gave me.

Yeah, still not seeing the TR resemblance, but hey, that may be just me.

As for the MAXes, put a goddamn shield or plate or something over those heads on the TR and NC variants, because I swear to god, if I see an open face and I can't put a bullet in it, I'm gonna be pissed.


Title: Re: Planetside 2
Post by: Strazos on July 08, 2011, 02:40:31 PM
Wat? NC is totally enclosed.


Title: Re: Planetside 2
Post by: Ratman_tf on July 08, 2011, 02:43:36 PM
The TR one has a fake, heavily armored face, to keep people from shooting up the limb joints.  :grin:


Title: Re: Planetside 2
Post by: Surlyboi on July 08, 2011, 02:52:11 PM
Wat? NC is totally enclosed.

It's enclosed, yeah, but how thick could that plate be?


Title: Re: Planetside 2
Post by: 01101010 on July 08, 2011, 02:55:02 PM
Wat? NC is totally enclosed.

It's enclosed, yeah, but how thick could that plate be?

Made with Gorilla Glass


Title: Re: Planetside 2
Post by: LK on July 08, 2011, 03:24:23 PM
(http://www.planetside-universe.com/images/ps2/vs_max.jpg)

"It's a Gundam!"


Title: Re: Planetside 2
Post by: Ghambit on July 08, 2011, 04:49:15 PM
If I cant rain a nucular lazer beam of death onto someone's face from orbit I'm gonna be pissed.
That, and I wanna scribble on tacmaps.  Gimme.  :drill:

Oh, and they'd be wise to steal Rift's terrain capture style.  Let the land morph as the lines change dynamically, then reflect that on the battle maps.

Lastly, does anyone have a fuckin clue yet exactly how big these maps will be?  I wont play if I can roll an entire world in a few hours.   :oh_i_see:
I'd say their target map "winning" should be around 1-2 weeks even with grossly skewed faction balance.


Title: Re: Planetside 2
Post by: Lantyssa on July 08, 2011, 07:13:16 PM
It's only starting with one world.  Multiple continents, but "planets to be added later".


Title: Re: Planetside 2
Post by: Goumindong on July 08, 2011, 07:49:26 PM
Why are we hating on classes?   TF2 and Brink have classes but I don't remember anyone suggesting that was bad.

I also, from that RPS article think that people might be taking "classes" a bit to far.

I mean, they mention that progression is going to be like EVE.

In EVE when you progress, the first time you attain a skill you are now allowed to use it. You can't use medium autocannons until you've trained the medium autocannon skill. And then from that there are various specializations that you can spend time unlocking.

If we follow that and then apply it to planetside then what you have is various items/armors that you can or cannot use based on your certs, with various specializations on top of those.

When they say "changing class" they mean the same thing as they do in EVE when you change ship. Beyond the certs your player is limited by certain restrictions on what they can carry, but between deaths you are able to pick and chose whatever it is you want to do. I don't think that they're going to say "well you can't use the medic pack with heavy armor" its just going to be "well, you can't use the medic pack with heavy armor and also have the engineer pack because the medic pack and engineer pack take the same slot, and heavy armor only has one of those slots available".

With all their talk of "customizing prowlers" i find it hard to believe that "changing classes" means anything but "changing to another pre-set configuration that you may have or may not have set up" and not "there is no customization that can be done between them.

Changing class does not seem to mean that you can simply swap your certs around. Your certs are locked in, but as you progress you're eventually going to only be able to use a limited number at a time, and so "changing class" allows you to do that based on which certs you know.

edit:

Talk of an EVE based skill set really does make me optimistic. For all of the things that EVE does wrong[its a big list] the skill system it does right. The majority of different specialties are horizontal rather than vertical progression and vertical specialization takes a long time for that "last 5%".

This combines the advantages of a swift introduction to being useful in combat so long as there are not imbalances towards the highly vertical path options while still allowing players to feel like they have an advantage the longer they play. Furthermore, from a design perspective of attempting to keep players, it entices them with that "one last 5% specialization" which can aid retention long enough that social ties keep them playing.

Since getting items in planetside has no currency, it seems like it will be more difficult to justify the types of things that plague EVE's balance. The "X>Y because it costs more" problem essentially. Once you are over that you have a very limited amount of vertical options within the same tree. And if you don't have justifications based on "skill time" or "cost" you are left with justifying balance based on core principles which is likely to generate a more enjoyable system despite the advantages in both flexibility(pilot more stuff) and strength(more 5% bonuses) that veterans can attain.

Has me kinda looking forward to the game despite the hilariousness of prior information/what they did to the original


Title: Re: Planetside 2
Post by: UnSub on July 08, 2011, 09:42:05 PM
I'm going to be interested in constrasting the promises with the reality.


Title: Re: Planetside 2
Post by: Ghambit on July 08, 2011, 09:45:13 PM
It's only starting with one world.  Multiple continents, but "planets to be added later".

Uhh,  WW2O has one world.  It still takes over a month to roll the map.


Title: Re: Planetside 2
Post by: Surlyboi on July 08, 2011, 09:52:05 PM
That's 'cause you're rolling in old-ass tanks.


Title: Re: Planetside 2
Post by: 01101010 on July 09, 2011, 04:54:53 AM
My reaction to the classes thing is mostly a gut reaction. When I hear classes I think a traditional class with a specific tree that does not allow other skills to be used. This means to me that a heavy assault will not have an option to have a tertiary medic skill or engy skill and will have to switch to that class before doing a task and then switch back. I should reserve judgement since there is no mention of the mechanic behind it other than a talking point. Technically, PS had "classes" that were player built on armor type and based on load out. I am hoping this is the type of stuff they mean since when you spawned, you hit a term a selected a load out. However, I still get a sense that classes will limit certain secondary skills from being available in that a full on heavy assault will not be able to repair or heal/rez as we could in PS. The more I think about it, the more I can see diversity in squads rather than everyone carrying the same certs for, say... a gen hold.  :grin:

I hate discussing this shit with a game that is still years off from being played...


Title: Re: Planetside 2
Post by: Malakili on July 09, 2011, 05:28:49 AM
It's only starting with one world.  Multiple continents, but "planets to be added later".

Uhh,  WW2O has one world.  It still takes over a month to roll the map.

To be fair, thats a LOT slower paced game than PS.  Assuming the other side chooses to defend a given town, even a small insignificant place on the map can take an afternoon to capture.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 09, 2011, 07:16:54 AM
My reaction to the classes thing is mostly a gut reaction. When I hear classes I think a traditional class with a specific tree that does not allow other skills to be used. This means to me that a heavy assault will not have an option to have a tertiary medic skill or engy skill and will have to switch to that class before doing a task and then switch back. I should reserve judgement since there is no mention of the mechanic behind it other than a talking point. Technically, PS had "classes" that were player built on armor type and based on load out. I am hoping this is the type of stuff they mean since when you spawned, you hit a term a selected a load out. However, I still get a sense that classes will limit certain secondary skills from being available in that a full on heavy assault will not be able to repair or heal/rez as we could in PS. The more I think about it, the more I can see diversity in squads rather than everyone carrying the same certs for, say... a gen hold.  :grin:

I hate discussing this shit with a game that is still years off from being played...

This is basically my worry as well. I think the "build a class" was one of the best parts of PS. But yes, its speculation at this point. I hope they clarify.


Title: Re: Planetside 2
Post by: Ghambit on July 09, 2011, 08:06:09 AM
It's only starting with one world.  Multiple continents, but "planets to be added later".

Uhh,  WW2O has one world.  It still takes over a month to roll the map.

To be fair, thats a LOT slower paced game than PS.  Assuming the other side chooses to defend a given town, even a small insignificant place on the map can take an afternoon to capture.

I'd say it's more about size/scale than pace (ww2o is a 1:2 scale representation of europe yes?).  And tbh, a Reaver moves a lot slower across a map than a Spitfire.  And a laffly is speedier than a magrider, and so on. 

At the very least in ps2 they need to make the battlespace large enough to even give a fuck about resources and advancement in the 1st place, let alone terrain objectives and so on.  PS originally was simply more about who brought the numbers quickest especially during off-peak... map would roll, people got bored, and it'd start all over.  All in one evening.  That's just flat out wacked, no matter how perdy your MAX is or how your hitbox is designed.  The only saving grace during PEAK was the 133 limit, which forced people to actually fight with skill and planning for a few hours.  They're talking 1000's of units in PS2, so I really hope they dont intend to chokepoint the game like PS1 did.  Logic is logical, unless you're SOE  I guess.   :oh_i_see:


Title: Re: Planetside 2
Post by: Surlyboi on July 09, 2011, 08:19:04 AM
I'm just tweaked about every inch of real estate being contestable. Visions of Hamburger Hill float to mind.


Title: Re: Planetside 2
Post by: 01101010 on July 09, 2011, 08:24:46 AM
I'm just tweaked about every inch of real estate being contestable. Visions of Hamburger Hill float to mind.

Gotta wonder how that is actually going to work... I see influences of Global Agenda hex system since there will have to be borders around areas.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 09, 2011, 09:53:35 AM
Some cool info: (http://massively.joystiq.com/2011/07/08/soe-fan-faire-2011-planetside-panel-and-interview-with-creative/)



Title: Re: Planetside 2
Post by: Surlyboi on July 09, 2011, 11:01:14 AM
Quote
We asked about whether there would be any small group instanced PvP, and while he said that Planetside 2 is focused only on world map open battles, he did say they thought about adding some strict, competitive, e-sports-style competition into the game. It would be a small map set up for platoon vs platoon, or 40 vs 40, with a set duration and objectives. He said it would be a neat sub-game to Planetside 2, but he stressed that it would never be the focus of the game.

Why even ask for shit like that? Seriously, if I want small instanced shit, I'll fire up Battlefield or even Halo. The very reason for playing PS or PS2 is for the big honking battles. Fuck anyone that wants sport PvP in this game right in the fucking earhole.


Title: Re: Planetside 2
Post by: Ratman_tf on July 09, 2011, 12:00:08 PM
It's only starting with one world.  Multiple continents, but "planets to be added later".

I'd rather they just stuck with the one planet, rather than shoehorning in more for no productive reason.


Title: Re: Planetside 2
Post by: Ratman_tf on July 09, 2011, 12:05:48 PM
Quote
We asked about whether there would be any small group instanced PvP, and while he said that Planetside 2 is focused only on world map open battles, he did say they thought about adding some strict, competitive, e-sports-style competition into the game. It would be a small map set up for platoon vs platoon, or 40 vs 40, with a set duration and objectives. He said it would be a neat sub-game to Planetside 2, but he stressed that it would never be the focus of the game.

Why even ask for shit like that? Seriously, if I want small instanced shit, I'll fire up Battlefield or even Halo. The very reason for playing PS or PS2 is for the big honking battles. Fuck anyone that wants sport PvP in this game right in the fucking earhole.


That's exactly what their response should have been, minus the swearing.
A penny put towards development of small instanced PvP in Planetside is a waste of a shiny penny.


Title: Re: Planetside 2
Post by: slog on July 10, 2011, 04:54:50 AM
Q&A going at Redit

http://www.reddit.com/r/Planetside/comments/il5og/hey_rplanetside_im_matt_higby_the_creative/


Title: Re: Planetside 2
Post by: eldaec on July 10, 2011, 07:19:55 AM
Quote
We asked about whether there would be any small group instanced PvP, and while he said that Planetside 2 is focused only on world map open battles, he did say they thought about adding some strict, competitive, e-sports-style competition into the game. It would be a small map set up for platoon vs platoon, or 40 vs 40, with a set duration and objectives. He said it would be a neat sub-game to Planetside 2, but he stressed that it would never be the focus of the game.

Why even ask for shit like that? Seriously, if I want small instanced shit, I'll fire up Battlefield or even Halo. The very reason for playing PS or PS2 is for the big honking battles. Fuck anyone that wants sport PvP in this game right in the fucking earhole.


That's exactly what their response should have been, minus the swearing.
A penny put towards development of small instanced PvP in Planetside is a waste of a shiny penny.

No.

SOE's response should have had *more* swearing.

Death to all sport pvp in mmos.


Title: Re: Planetside 2
Post by: 01101010 on July 10, 2011, 08:03:29 AM
Quote
We asked about whether there would be any small group instanced PvP, and while he said that Planetside 2 is focused only on world map open battles, he did say they thought about adding some strict, competitive, e-sports-style competition into the game. It would be a small map set up for platoon vs platoon, or 40 vs 40, with a set duration and objectives. He said it would be a neat sub-game to Planetside 2, but he stressed that it would never be the focus of the game.

Why even ask for shit like that? Seriously, if I want small instanced shit, I'll fire up Battlefield or even Halo. The very reason for playing PS or PS2 is for the big honking battles. Fuck anyone that wants sport PvP in this game right in the fucking earhole.


Whole-heartedly agree. However, I will reserve judgement especially if they make it so that those small instanced PvP is on a strict timer - say three times a week for only an hour at a time. I say this given the tower of doom epidemic that hit after release. It just better be LIMITED.


Title: Re: Planetside 2
Post by: eldaec on July 10, 2011, 08:29:08 AM
Quote
We asked about whether there would be any small group instanced PvP, and while he said that Planetside 2 is focused only on world map open battles, he did say they thought about adding some strict, competitive, e-sports-style competition into the game. It would be a small map set up for platoon vs platoon, or 40 vs 40, with a set duration and objectives. He said it would be a neat sub-game to Planetside 2, but he stressed that it would never be the focus of the game.

Why even ask for shit like that? Seriously, if I want small instanced shit, I'll fire up Battlefield or even Halo. The very reason for playing PS or PS2 is for the big honking battles. Fuck anyone that wants sport PvP in this game right in the fucking earhole.


Whole-heartedly agree. However, I will reserve judgement especially if they make it so that those small instanced PvP is on a strict timer - say three times a week for only an hour at a time. I say this given the tower of doom epidemic that hit after release. It just better be LIMITED.

Once you give an inch on this shit the hyper organised ~elite pvp~ crowd will bitch and bitch until it takes so much development attention it becomes the focus of your game.

See also : Warhammer Online.

You can be Guild Wars, or you can be DAoC/Planetside. But unless you have a Blizzard or SWTOR budget, you only get to pick one.


Title: Re: Planetside 2
Post by: Malakili on July 10, 2011, 09:10:58 AM
[
Once you give an inch on this shit the hyper organised ~elite pvp~ crowd will bitch and bitch until it takes so much development attention it becomes the focus of your game.

See also : Warhammer Online.

You can be Guild Wars, or you can be DAoC/Planetside. But unless you have a Blizzard or SWTOR budget, you only get to pick one.

I'm a huge supporter of eSports and competitive PvP, but I can't understand why its so important to some people to have these things in an MMO.  There are a bunch of exceptional eSports cames out there already, Starcraft 2, League of Legends, Counter Strike even Halo and Black Ops have regular tournaments.  Thats not even including the fighting game scene (SF4, etc).   My feeling is that these people generally want to be a big fish in a small pond.  If you are serious about competitive gaming, you shouldn't be depending on a game like Planetside to make your mark.


Title: Re: Planetside 2
Post by: 01101010 on July 10, 2011, 09:57:44 AM

Once you give an inch on this shit the hyper organised ~elite pvp~ crowd will bitch and bitch until it takes so much development attention it becomes the focus of your game.

See also : Warhammer Online.

You can be Guild Wars, or you can be DAoC/Planetside. But unless you have a Blizzard or SWTOR budget, you only get to pick one.

Again, I agree... leave it completely out. But this is reality and SOE is still sorta in the business of keeping as many customers as possible. I am just throwing out there what I consider a breaking point for me... if it becomes anything more than what I suggested, I will sadly have to bin this game.


Title: Re: Planetside 2
Post by: Surlyboi on July 10, 2011, 10:28:55 AM
[
Once you give an inch on this shit the hyper organised ~elite pvp~ crowd will bitch and bitch until it takes so much development attention it becomes the focus of your game.

See also : Warhammer Online.

You can be Guild Wars, or you can be DAoC/Planetside. But unless you have a Blizzard or SWTOR budget, you only get to pick one.

I'm a huge supporter of eSports and competitive PvP, but I can't understand why its so important to some people to have these things in an MMO.  There are a bunch of exceptional eSports cames out there already, Starcraft 2, League of Legends, Counter Strike even Halo and Black Ops have regular tournaments.  Thats not even including the fighting game scene (SF4, etc).   My feeling is that these people generally want to be a big fish in a small pond.  If you are serious about competitive gaming, you shouldn't be depending on a game like Planetside to make your mark.

Bingo. These are the types that couldn't cut it in those other venues, so they feel the need to make their mark on an MMO crowd that poses less of a challenge.

As for SOE trying to keep as many customers as possible; to hell with them. They're not adding an appreciable amount of revenue and they'll only stay until the shine wears off anyway.


Title: Re: Planetside 2
Post by: UnSub on July 10, 2011, 06:12:41 PM
they'll only stay until the shine wears off anyway.

Are you talking about eSport PvPers, PvPers or MMO players in general?  :grin:

It's way too early to get excited about PS2. SOE is throwing out the right buzzwords, but all it takes is a few design decisions - say, you can only capture bases on a 7 day timer or air support dominates all - and it will end up angering a lot of people.

Also, this is going to be a F2P / freemium title (because a sub-based MMOFPS isn't going to cut it) so SOE is going to have to aim at a broad audience and figure how to keep them paying.


Title: Re: Planetside 2
Post by: Surlyboi on July 11, 2011, 03:03:44 AM
they'll only stay until the shine wears off anyway.

Are you talking about eSport PvPers, PvPers or MMO players in general?  :grin:

eSport PvPers and PvPers in general that can't get the hang and are tired of having their asses handed to them. MMO players won't leave until something shinier comes along.


Title: Re: Planetside 2
Post by: Kail on July 11, 2011, 03:41:29 AM
I can't understand why its so important to some people to have [competitive e-sports] in an MMO.

For the company making the game, it's free marketing and great PR.  Did some amazing work for Starcraft.  Getting people who don't play the game interested in it is hard, and people who are involved in the competitive scene drag other people in with them, from friends to spectators, in a way that casual gamers often don't.

For the players I suspect it's partly just the idea that "competitive = good" for any multiplayer game (i.e. that a lot of players who are invested in any kind of multiplayer game are going to be interested in a scenario where they get treated as "digital atheletes" rather than dorks with no life, regardless of if it's MMOs or what) and partly the broader applicability of skills (for all the badass masters at Unreal Tournament, they generally don't get much chance to show off, since there's nothing to do with their Unreal Tournament skillz except play a match of Unreal Tournament.  Someone who's a world champion WoW Arena player, though, can help friends out if they're getting ganked or defend Tol Barad or do a bunch of things where being an awesome arena player is handy but they're not in the actual arena).


Title: Re: Planetside 2
Post by: Goumindong on July 11, 2011, 03:52:06 AM
Not to worried about eSports.

Eve seems to do just fine with the alliance tournament, and having a way to train and practice if you're into that doesn't seem like a bad deal.

It has possibly advantageous things for the rest of play:

As it is instanced it may also relieve some lag in large battles as people on "the edge" of a laggy fight might say "lets go to the instanced area instead of dealing with the lag". This will lower the lag in the largest of fights.

It allows intra-side competition in a more direct sense. I.E. who is the best outfit in Vanu? Which can serve to create communities that play off that aspect. And communities, especially interlaced ones that feed on each other, are what keep MMO's going well.

It can feed people into the main game. If people join for the e-sports what will they do when there isn't a good opponent but they still want to play? They will play the main game. This is especially true if they can use the eSports as a marketing gimmick.

It can even be a more structured environment for training and tactical proliferation. Whereas in the main game it would be more difficult to teach a tactic due to the time it takes to explain what is going on and the inability to stop/start the action at will. But if everyone is essentially "on the same side" the new players can be shown the ropes without having to worry about them dying and having to re-spawn. Tactics that are shown to be successful can be passed on to other squads in the same manner. Essentially instances allow training to operate more easily

But also may have some disadvantages

When people are getting stomped they tend to log off if they don't want to play. But this gives them another option, to play the instanced game. If we expect that people who are getting rolled are more likely to log off or go to some place where the fight is more even then giving them more avenues to do so is likely to accelerate the process so long as there exist people who don't enjoy getting rolled but would prefer to play the game than quit.


Title: Re: Planetside 2
Post by: eldaec on July 11, 2011, 04:59:10 AM
When we say sport pvp, we mean fixed size organised teams facing off in self contained matches away from the 'real' world.

Think guild wars or warhammer scenarios.

Some people seem to think it means something else.


Title: Re: Planetside 2
Post by: Amaron on July 11, 2011, 06:39:16 AM
When we say sport pvp, we mean fixed size organised teams facing off in self contained matches away from the 'real' world.

I think a real problem is a lot of people just want fixed sizes without the sports crap.   Once you get fixed teams though the MMO esport fuckers become a very vocal minority.   Developers then get sucked in by the fucking retarded pvp skillz = better pvp gear argument.    Once the rewards go in then everyone is forced to organize and the dev's suddenly think organized esport pvp is popular.    They focus more and more on it and everything steamrolls right to the crapper.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 11, 2011, 06:44:11 AM
Quite sure he was just floating the possibility, they floated it to in the old game, but it never materialized. However, small instanced areas for training has been a feature request for outfits for a long, LONG time.

Other than that, I agree, adding session based game play to Plantside is just not something that meshes well with its concept.


Title: Re: Planetside 2
Post by: 01101010 on July 11, 2011, 06:47:07 AM
The only colors I better see in this game better be teal/purple, red/black, and blue/yellow - and there better not be any fucking color-coding on weapons or armor or I might kill a kid.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 11, 2011, 07:16:23 AM
Makes zero sense to shoehorn competitive arenas into the game. The game is not designed for it, and you will be competiting for that crowd with games that are like SC2, Guild wars, DOTA style games, regular FPS games, etc. It also takes focus away from the the strengths of game (large scale, combined arms, open world combat), it's most unique characteristics and biggest selling points. It will split the playerbase, and take development focus away from these core areas.

Asides from making sure the FPS mechanics/physics are well executed (goes without saying), what would be the hook in justifying people making regular payments will be persistent/sandbox elements (and not leveling up obviously...). A sophisticated economy and stuff like the ability for clans to build their own fortresses will set it apart from normal FPS games, even killer larger scale combined arms ones like BF3.

Who cares about hardcore epeen clans? Let HoN and Quake Live keep them. If SOE nails down those dynamic sandbox elements and get a sophisticated economy and other player controlled strategic dynamics in play, they'll be drawing in large "community" clans instead. Clan of 12 hardcore esportsmen vs multigame clan of 200 that's been around 10 years. That's where the real butter is.


Title: Re: Planetside 2
Post by: Sky on July 11, 2011, 07:56:37 AM
I might kill a kid.
http://www.youtube.com/watch?v=g_pkzIiLlKY


Title: Re: Planetside 2
Post by: HaemishM on July 11, 2011, 02:44:15 PM
Makes zero sense to shoehorn competitive arenas into the game. The game is not designed for it, and you will be competiting for that crowd with games that are like SC2, Guild wars, DOTA style games, regular FPS games, etc. It also takes focus away from the the strengths of game (large scale, combined arms, open world combat), it's most unique characteristics and biggest selling points. It will split the playerbase, and take development focus away from these core areas.

I am a big proponent of eSport PVP in MMO's... but not this one. I completely agree with Speedy on this. It is completely counter to the original game, and that's the market you need to be targeting. But this is SOE, so they think they can target all the low-hanging fruit of the Call of Duty's and Battlefield's. That ain't happening. If they are LUCKY, they will get a game that plays as well as the first (which pales in comparison to Battlefield but has things Battlefield can't do). Wedging instanced PVP will do the same thing to the game that the Cave expansion, it will split the players of what is likely to be a game struggling for players. That's a death knell to PVP games.

It is the definition of a compass pointing to magnetic wrong.


Title: Re: Planetside 2
Post by: Ingmar on July 11, 2011, 02:57:10 PM
Specifically targeting the leftover remnants of the original Planetside market as their core would be a horrible mistake. I'm not saying anything one way or the other about the designs you guys are kicking around, but making that group their main target, forget the other guys? Failure. For better or for worse they really need to pull in a bigger crowd than the 4.16.NEVARFORGET people, especially since by now a good chunk of them will have moved on, some probably out of gaming entirely.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 11, 2011, 03:24:31 PM
Reading the various stories and testimonials, people left PS because it stagnated, not because it wasn't enjoyable. They clearly are not JUST targeting old users however, so many changes point to this like the addition of anything resembling classes, and the removal of sanctuaries and addition insta-spawn-on-leader.

Again though, there is zero instancing in PS2, its unlikely they will add any sort of sport PvP, i think he was just answering a question that was asked and was not ruling it out. As i said before, its not the first time it was talked about. Hopefully they know they can not compete in that area.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 11, 2011, 03:27:04 PM
Specifically targeting the leftover remnants of the original Planetside market as their core would be a horrible mistake. I'm not saying anything one way or the other about the designs you guys are kicking around, but making that group their main target, forget the other guys? Failure. For better or for worse they really need to pull in a bigger crowd than the 4.16.NEVARFORGET people, especially since by now a good chunk of them will have moved on, some probably out of gaming entirely.

PS1 didn't fail cuz the potential market was too small, it failed cuz it SUCKED. I played PS1 beta, had some fun for a few weeks until the novelty of all the people and jumping out of galaxies wore off and when it boiled down what was left was a crummy game. So I didn't buy the game on release, I went back to BF1942 instead. BF1942 completely blew it out of the water in every FPS mechanical, design, balance, maps, style, and graphics. Plus 64 player maps had enough combined arms action to compete with it (tank columns, large dogfights, naval battles, etc.).

Why would I pay 50 + 15/month for an inferior game? Oh and one that couldn't even really be patched properly because they coded it poorly...Pretty sure I wasn't the only one who made that call considering BF1942 was one of the most successful PC FPS games of all time, and PS1 was a small time flop.

Plenty of people out there like massive FPS battles, and would pay for it especially if the MMO sandbox/persistance elements were done well too, but it's up to SOE to put out a high quality game this time if they want some real success. The meat and potato elements have to be competitive with other top line FPS' games, slip shod design and coding doesn't cut it even if everyone really wants to like the concept of a large scale open world FPS.  I'm glad they are taking another whack at it.


Title: Re: Planetside 2
Post by: UnSub on July 11, 2011, 06:46:16 PM
Clan of 12 hardcore esportsmen vs multigame clan of 200 that's been around 10 years. That's where the real butter is.

How many decade-old clans of 200 are floating around, just waiting for PS2? Even if there are 100 of them, that's not enough to base a multi-million dollar title on. 1 000 of them? Assuming every single one buys PS2 and plays it forever, perhaps, but that's a highly risky strategy too.

There are a lot more 12 man hardcore eSports teams out there.

Like it or not, PS2 is in competition with the eSport / instanced FPSes. They can try to overcome that by making the most awesome massive FPS ever developed, but that relies on a mixture of immense skill and luck that has thus far eluded SOE for a long time.

If the only way to play PS2 is part of a 200-strong clan (especially with sub fees) then PS2 is going to be another woulda-shoulda-coulda title for SOE.


Title: Re: Planetside 2
Post by: Malakili on July 11, 2011, 07:27:17 PM

If the only way to play PS2 is part of a 200-strong clan (especially with sub fees) then PS2 is going to be another woulda-shoulda-coulda title for SOE.

If the game requires you to be part of a 12 person team OR a 200 person clan its in trouble to be honest.  If you can log in as a solo player, join a battle, have fun and be useful, THEN its has a chance at a reasonable/big player base. 


Title: Re: Planetside 2
Post by: HaemishM on July 11, 2011, 08:37:22 PM
If the only way to play PS2 is part of a 200-strong clan (especially with sub fees) then PS2 is going to be another woulda-shoulda-coulda title for SOE.

Let's be honest, this is SOE we're talking about. Based on their track record post-EQ1, I'd say the shotgun they are aiming is probably pointed directly in their own faces.


Title: Re: Planetside 2
Post by: sinij on July 11, 2011, 09:39:20 PM
I'm a huge supporter of eSports and competitive PvP, but I can't understand why its so important to some people to have these things in an MMO. 

"eSports" is a standard. What most people are asking for is balanced and skill-driven PvP (good enough that you could have eSports) so they in turn enjoy it on their own sub-eSpots level.  Your average PvPer asking for eSports not because they plan to compete, but because they don't want to deal with gross mistakes in PvP design.


Title: Re: Planetside 2
Post by: Ratman_tf on July 11, 2011, 11:16:53 PM

If the only way to play PS2 is part of a 200-strong clan (especially with sub fees) then PS2 is going to be another woulda-shoulda-coulda title for SOE.

If the game requires you to be part of a 12 person team OR a 200 person clan its in trouble to be honest.  If you can log in as a solo player, join a battle, have fun and be useful, THEN its has a chance at a reasonable/big player base. 

To my mind, that's it. The outfits are like the raiders in WoW, while the soloers make up a not-insignificant population.
The only thing that will distinguish PS2 is what distinguished PS1 from the current crop of team FPSes. Persistant battlefields that change over the course of an evening instead of a single match. Large scale battles with coordinated outfits and the soloers joining and leaving the battle at their discretion.

And I agree with the assesment that PS1 wasn't sticky because it got rote and predictable. I remember the posts complainging that every base fight was the same. Hopefully PS2 will have the capacity to shake things up more often.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 06:31:11 AM
PlanetSide 2: What we know and what we hope.  (http://www.fpsguru.com/game/284/features/76/PlanetSide-2-What-we-know-and-what-we-hope..html)


I dislike the idea that combat speed is being sped up and TTK is being decreased. I feel Plantside had good lethality and combat speed that allowed for medics to be viable. The speed also made fire fights more feasible, instead of so fast you forget they happen.

Also, the article confirms that the map will be hexes.


Title: Re: Planetside 2
Post by: Sky on July 12, 2011, 06:38:55 AM
Even if they shoot for the original design ideals of PS1, it's not like they're targeting PS1 vets. They're targeting the type of people who want to play that game. I'll go ahead and make an assumption that there are more shooter fans around now. Even if only a segment of modern shooter fans 'gets' the giant open world concept, it's a massive market.

The biggest mistake they can make given the TTK BW mentions is sniper headshots. One-shot one-kill one-boring-game.


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 06:45:17 AM
Even if they shoot for the original design ideals of PS1, it's not like they're targeting PS1 vets. They're targeting the type of people who want to play that game. I'll go ahead and make an assumption that there are more shooter fans around now. Even if only a segment of modern shooter fans 'gets' the giant open world concept, it's a massive market.

The biggest mistake they can make given the TTK BW mentions is sniper headshots. One-shot one-kill one-boring-game.

MMOs in general are just more widely accepted.  There are tons of shooter fans now who would've scoffed at an MMO pricing structure years ago when PS1 came out who have been gradually worn down over the years.  I think one of the biggest hurdles will be strong shooter mechanics though.  People aren't going to put up with clunky feeling gun play in exchange for the "massive" feeling.  Some of us might put up with it, but generally speaking I don't think people will.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 07:22:43 AM
Even if they shoot for the original design ideals of PS1, it's not like they're targeting PS1 vets. They're targeting the type of people who want to play that game. I'll go ahead and make an assumption that there are more shooter fans around now. Even if only a segment of modern shooter fans 'gets' the giant open world concept, it's a massive market.

The biggest mistake they can make given the TTK BW mentions is sniper headshots. One-shot one-kill one-boring-game.

I personally do not believe "battlefield speed" combat leaves room for any sort of team based or tactical play. There will be no hallway firefights, or need for medics beyond reviving. I feel its a mistake and not the direction PS should go. Of course I feel that things should feel more punchy, but less than a second to kill, thats a mistake. Not sure why we need squads and outfits at that point. One of the design points of PS1 was combined arms, and survivable encounters. It it takes one or two hits with a pistol, thats gone in favor of those who Rambo around only able to fire that first shot with aim, instead of extended firefights.

What they mean by increased speed is up in the air however, I don't REALLY know what they mean by that.


Title: Re: Planetside 2
Post by: shiznitz on July 12, 2011, 07:34:17 AM
Even if they shoot for the original design ideals of PS1, it's not like they're targeting PS1 vets. They're targeting the type of people who want to play that game. I'll go ahead and make an assumption that there are more shooter fans around now. Even if only a segment of modern shooter fans 'gets' the giant open world concept, it's a massive market.

The biggest mistake they can make given the TTK BW mentions is sniper headshots. One-shot one-kill one-boring-game.

Agreed.  One shot kills should be reserved for artillery vs light infantry only.  Man vs man should never be one shot from full health.


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 07:54:37 AM
Even if they shoot for the original design ideals of PS1, it's not like they're targeting PS1 vets. They're targeting the type of people who want to play that game. I'll go ahead and make an assumption that there are more shooter fans around now. Even if only a segment of modern shooter fans 'gets' the giant open world concept, it's a massive market.

The biggest mistake they can make given the TTK BW mentions is sniper headshots. One-shot one-kill one-boring-game.

I personally do not believe "battlefield speed" combat leaves room for any sort of team based or tactical play. There will be no hallway firefights, or need for medics beyond reviving. I feel its a mistake and not the direction PS should go. Of course I feel that things should feel more punchy, but less than a second to kill, thats a mistake. Not sure why we need squads and outfits at that point. One of the design points of PS1 was combined arms, and survivable encounters. It it takes one or two hits with a pistol, thats gone in favor of those who Rambo around only able to fire that first shot with aim, instead of extended firefights.


I think you can still have extended firefights if people die in very few hits, but then it becomes about positioning things like supply lines and such to allow you to reinforce/get people back into the firefight quickly after they die.  WW2 Online had tons of extended firefights over things like Army Bases, even though you can die extremely quickly.  This was due to the way mobile spawns worked though, and people could generally get back into the battle quickly.   Stuff like attrition mattered in that game though, so I don't know how well it would work in something like PS.

I also think that quicker paced combat with shorter lives is goign to attract a bigger audience, so if they can manage to do it while keeping with the over all combined arms/pitched battle feel, I think that is a best case scenario from their point of view.  That doesn't mean it should be a CoD style twitch shooter, but I think players will feel upset if they feel like they made a good play and weren't able to kill someone, so its a fine line.


Title: Re: Planetside 2
Post by: shiznitz on July 12, 2011, 08:55:34 AM
I am not sure about the idea of spawning directly on your squad.  In PS1, battles would be endless unless one side could control spawn points.  That is how infantry fights were won.  From a gameplay standpoint, I would rather spawn away from the battle (because we didn't have any spawnpoints) quickly rather than wait an artificial 1-2 minutes to respawn on my squad.   Many times, my squad would use the faraway spawn point to initiate a new counter offensive or seek a different target away from the main firefight.



Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 08:56:51 AM
Spawn on leader is for the zerg. Clearly. I'm torn about it personally.

EDIT:

Quote
Sanctuary and HART are both being removed. Players will be able to re-spawn directly onto their squads via drop-pods. Players will also be able to join open squads in their area without the need to spam chat channels to find a squad.

Perhaps it wont be like those other games then. That's better.


Title: Re: Planetside 2
Post by: 01101010 on July 12, 2011, 09:59:07 AM
Spawn on leader is for the zerg. Clearly. I'm torn about it personally.

EDIT:

Quote
Sanctuary and HART are both being removed. Players will be able to re-spawn directly onto their squads via drop-pods. Players will also be able to join open squads in their area without the need to spam chat channels to find a squad.

Perhaps it wont be like those other games then. That's better.

Strike 1 for me. Spawning directly in battle without a facility to spawn from is a huge change. If effectively will render towers and AMS's useless. Use of these were essential for the large open battles and controlling said battles by eliminating spawn points and pushing factions back from an offensive. I can not see anything redeeming about spawning directly within your squad... other than because it is how other games work. This just screams to me that they are narrowing their focus of battles - if anything, PS was more about the chess match of taking bases to lock a continent. Meh... I should just stop reading this nonsense till the game is out because this is just sounding more and more like one big god damn disappointment. . . . then again, SOE  :why_so_serious:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 10:02:07 AM
It did say drop pods, thats at least very different then most shooters where it is instant. Also, I know this will not work indoors.


Title: Re: Planetside 2
Post by: Sky on July 12, 2011, 10:05:56 AM
Open squads is a good idea, though. Really liked that in WAR and Rift.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 10:13:29 AM
PS1 had open squads and a squad finder, including AOE invite in sanctuary. However it did not automatically group you, not sure PS2 will. Walking into an encounter and being automatically added to a squad would be, odd, and at odds with the team based focus. PUG's in Plantside do not work to well, hell they even added a proximity XP boost to squads and it didn't work to well.


Title: Re: Planetside 2
Post by: Ratman_tf on July 12, 2011, 10:19:22 AM
PlanetSide 2: What we know and what we hope.  (http://www.fpsguru.com/game/284/features/76/PlanetSide-2-What-we-know-and-what-we-hope..html)

Thousands of skills? Why not hojillion-kajillions? How many fucking skills do you need to shoot a guy in the fucking face?

*Edit*

Dude. Assembling a force in Sancutary and then rolling on an objective was fun and cool. :( Taking that out is assinine.


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 10:28:55 AM
I think spawning on squad is essential frankly.  Yes, I know it isn't ideal given some of the large scale stuff we want/have been talking about.  But the average player just plain isn't going to wait around to fight when there are a dozen shooters out there that keep them in the action constantly.   And without "casual" players, the game isn't going to last. 


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 12, 2011, 10:36:40 AM
[Strike 1 for me. Spawning directly in battle without a facility to spawn from is a huge change. If effectively will render towers and AMS's useless. Use of these were essential for the large open battles and controlling said battles by eliminating spawn points and pushing factions back from an offensive. I can not see anything redeeming about spawning directly within your squad... other than because it is how other games work. This just screams to me that they are narrowing their focus of battles - if anything, PS was more about the chess match of taking bases to lock a continent. Meh... I should just stop reading this nonsense till the game is out because this is just sounding more and more like one big god damn disappointment. . . . then again, SOE  :why_so_serious:

Towers were stupid and crappy battles. The best battles were over things like hilltops and bridges, not inside a tower or base tunnel with 50 people spamming like crazy over a doorway or stairwell to capture an objective, with lots of spawncamping too to keep down all the people just trying to get back into the fuck. Bad design and completely outdated now.

Removing "spawnpoint" out of objective design allows the devs to make them more interesting, variable, and design them more around combat parameters and flow than as spawning points.


Title: Re: Planetside 2
Post by: Ratman_tf on July 12, 2011, 10:37:30 AM
I think spawning on squad is essential frankly.  Yes, I know it isn't ideal given some of the large scale stuff we want/have been talking about.  But the average player just plain isn't going to wait around to fight when there are a dozen shooters out there that keep them in the action constantly.   And without "casual" players, the game isn't going to last. 

People with that level of ADD aren't going to last more than a couple of days no matter what they do.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 10:38:58 AM
Removing "spawnpoint" out of objective design allows the devs to make them more interesting, variable, and design them more around combat parameters and flow than as spawning points.


Its a war game, spawn points are part of denying logistics.  This is not a game where kills are all that matter and everything resets.

I think spawning on squad is essential frankly.  Yes, I know it isn't ideal given some of the large scale stuff we want/have been talking about.  But the average player just plain isn't going to wait around to fight when there are a dozen shooters out there that keep them in the action constantly.   And without "casual" players, the game isn't going to last. 

On one hand i agree. Insta-spawn will allow a friend of mine to perhaps enjoy the game a bit more with out being lost because she died. ON THE OTHER HAND, I feel this dilutes the war game part of the game. Then again, if its drop pod based, that not that much of an issue, insta-spawn, is an issue for me.


Title: Re: Planetside 2
Post by: LK on July 12, 2011, 10:43:24 AM
Its a war game, spawn points are part of denying logistics.  This is not a game where kills are all that matter and everything resets.

That won't stop players from seeing it that way.

Remember, the behavior the game is designed to encourage doesn't mean the players want to play the game that way. I'm not saying accommodate them, but your average FPS player may not be all that interested in tactics and battlefield strategy. They just want to shoot the guy. In the head. Big Boom.


Title: Re: Planetside 2
Post by: Slayerik on July 12, 2011, 10:48:03 AM
An AMS would still be useful though, even with squad leader spawn points.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 12, 2011, 11:04:29 AM

Its a war game, spawn points are part of denying logistics.  This is not a game where kills are all that matter and everything resets.

Devs can do better in thinking up methods of dealing logistical damage than spawn camping.

Since they are talking up the importance of resources and throwing around words like "eve-sandbox-economy", one assumes there's a bit more importance placed on resource flows, which would presumably mean objectives based around their harvesting, refinement, transport, storage and eventual production use.

Seems a bit more interesting than securing a nice perch so you can toss grenades down a stairway into the enemy's spawn room.

A bit of an aside, but maybe area spawning could be tied into BF2142 "titan" destroyable airbases, those were really cool. Combination of flying battlestation, aircraft carrier, and mobile spawnpoint. Could be brought down from inside and outside. Tie into economy since they are large capital/resource investments, clan built/controlled ones would be a nice vanity item, maybe with special designs too.


Title: Re: Planetside 2
Post by: Sky on July 12, 2011, 11:26:19 AM
Remember, the behavior the game is designed to encourage doesn't mean the players want to play the game that way. I'm not saying accommodate them, but your average FPS player may not be all that interested in tactics and battlefield strategy. They just want to shoot the guy. In the head. Big Boom.
You should encourage the GIs to play exactly that way and reward them for it. However, put in a command and support structure that rewards players who move beyond the typical shooter.

Man, I would sure like some sort of reward for the time I spent trying to play as a defensive player in PS. Support play is at least somewhat recognized, but defensive play is pretty much ignored.


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 11:32:51 AM
I think spawning on squad is essential frankly.  Yes, I know it isn't ideal given some of the large scale stuff we want/have been talking about.  But the average player just plain isn't going to wait around to fight when there are a dozen shooters out there that keep them in the action constantly.   And without "casual" players, the game isn't going to last. 

People with that level of ADD aren't going to last more than a couple of days no matter what they do.

Yeah, its fun to just be like "stupid kids with ADD lololol" but come on, you know thats taking the easy way out.  Fact of the matter is, most people find it fun to actually PLAY the game, not to sit around waiting.   Believe me, I play WW2O so I'm perfectly happy spending an hour setting up before anything happens, but realistically speaking most people aren't going to wait even a 1/4th of that when they've got an hour or two to game that night and just want to get to shooting people.  I think they need to find a way to cut down the middle and give the hardcores the big strategic theater to play/work/think in, and give the casuals a way to quickly identify where the action is and dive in.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 12, 2011, 11:51:53 AM
Yeah, its fun to just be like "stupid kids with ADD lololol" but come on, you know thats taking the easy way out.  Fact of the matter is, most people find it fun to actually PLAY the game, not to sit around waiting.   Believe me, I play WW2O so I'm perfectly happy spending an hour setting up before anything happens, but realistically speaking most people aren't going to wait even a 1/4th of that when they've got an hour or two to game that night and just want to get to shooting people.  I think they need to find a way to cut down the middle and give the hardcores the big strategic theater to play/work/think in, and give the casuals a way to quickly identify where the action is and dive in.

From my experience playing Darkfall which also has tactical and strategic layers going into large scale FPS style battles, I gotta say that only a single digit % of people want to do logistical planning and prep work for a major siege, about the same amount are interested in being field commanders to lead the actual combat. The rest just want to, and are perfectly happy showing up on time, being told where to march, where to fire, and getting their fight on. Now those single digit % logistical people and commanders are VERY important and add a lot of depth to the game if they are allowed to, given the tools and game elements, and this depth is what will set planetside apart from most FPS games and will appeal to FPS players looking for more meat to their game, even if they don't want to do the heavy thinking themselves. They just want to log in, find their fluid battle action and be directed where to go and pew pew.

Seems to me like SOE understands this, if you recall the talk about their mission system where people up in the command levels can create missions for individuals, squads, outfits and the entire faction even. So the happy soldier logs in, sees some missions posted, accepts and heads off to fragtown with a sense of MMO purpose.


Title: Re: Planetside 2
Post by: 01101010 on July 12, 2011, 12:10:27 PM

Towers were stupid and crappy battles. The best battles were over things like hilltops and bridges, not inside a tower or base tunnel with 50 people spamming like crazy over a doorway or stairwell to capture an objective, with lots of spawncamping too to keep down all the people just trying to get back into the fuck. Bad design and completely outdated now.

Removing "spawnpoint" out of objective design allows the devs to make them more interesting, variable, and design them more around combat parameters and flow than as spawning points.

YMMV on towers... however, they were key in providing a static spawn point on the field of battle that was less disposable than a AMS. Best battles are subjective, and I have great memories of bridge battles but just as many great memories trying to take bases. Those battles for hilltops and bridges were only a path to the objective and the battle was moved out to there on occasion. Next thing they'll be telling us on these press releases is there will be no bases.

I'll respectfully disagree with the point that people will not accept anything less than spawning with their squad. Some of those bullshit changes SOE made to PS which killed the game for a lot of people came from the whining community who got their way and then bitched no one was around anymore to play with... I can't stomach a preemptive concept change because they want to cater to everyone and anyone. Waters down the core of the game which means you get a half-ass solo player experience, a half-ass squad/platoon experience, a shitty war/battle experience, and just a half-assed game for everyone that no one will play in a few weeks.

My interest in this game is tailing off severely because frankly, I can't see this as being anything other than another COD with more people. Everything they have said so far, aside for the name, just feels outside the planetside concept. Without the battleplan/logistical side of it, it just is not Planetside, IMHO.


Title: Re: Planetside 2
Post by: Ratman_tf on July 12, 2011, 12:16:56 PM
I think spawning on squad is essential frankly.  Yes, I know it isn't ideal given some of the large scale stuff we want/have been talking about.  But the average player just plain isn't going to wait around to fight when there are a dozen shooters out there that keep them in the action constantly.   And without "casual" players, the game isn't going to last.  

People with that level of ADD aren't going to last more than a couple of days no matter what they do.

Yeah, its fun to just be like "stupid kids with ADD lololol" but come on, you know thats taking the easy way out.  Fact of the matter is, most people find it fun to actually PLAY the game, not to sit around waiting.   Believe me, I play WW2O so I'm perfectly happy spending an hour setting up before anything happens, but realistically speaking most people aren't going to wait even a 1/4th of that when they've got an hour or two to game that night and just want to get to shooting people.  I think they need to find a way to cut down the middle and give the hardcores the big strategic theater to play/work/think in, and give the casuals a way to quickly identify where the action is and dive in.

And PS1 had that with the drop pod system. You load the game, head to the HART, and pick the place with the biggest/most action marker things. Zoom, blam, start shooting people.

Spawn on a squad? How does that even work? How do you drive off an enemy force that constantly replenishes it's forces like that?


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 12:20:11 PM

Spawn on a squad? How does that even work? How do you drive off an enemy force that constantly replenishes it's forces like that?

Until we know the details of how the spawning system works its not worth making this kind of specific gameplay judgement.   We can pontificate all day about pacing and combined arms and big battles and how mechanics might or might not support the kind of gameplay we want and thats all fine and good, but now you're talking really specific.


Title: Re: Planetside 2
Post by: Surlyboi on July 12, 2011, 12:49:17 PM
Towers were stupid and crappy battles. The best battles were over things like hilltops and bridges, not inside a tower or base tunnel with 50 people spamming like crazy over a doorway or stairwell to capture an objective, with lots of spawncamping too to keep down all the people just trying to get back into the fuck. Bad design and completely outdated now.

Removing "spawnpoint" out of objective design allows the devs to make them more interesting, variable, and design them more around combat parameters and flow than as spawning points.

Gotta respectfully disagree here. One of the most epic fights I ever had in PS was a three way for a tower that lasted about six hours.


Title: Re: Planetside 2
Post by: shiznitz on July 12, 2011, 12:56:30 PM
Put me in the tower fight fan camp.  I just wish the towers had some more variety.  In general, PS1 needed more structure variety.  Dropping on a tower roof and fighting down the stairs was pretty much always the most fun for me.  The second most fun was defending against a tower drop.  Boomers!


Title: Re: Planetside 2
Post by: Ratman_tf on July 12, 2011, 01:00:11 PM

Spawn on a squad? How does that even work? How do you drive off an enemy force that constantly replenishes it's forces like that?

Until we know the details of how the spawning system works its not worth making this kind of specific gameplay judgement.   We can pontificate all day about pacing and combined arms and big battles and how mechanics might or might not support the kind of gameplay we want and thats all fine and good, but now you're talking really specific.

And while I admit we don't know enough right now, I can't imagine a way that "spawn on squad" could mean anything good, and goddamit, I want to rant about it on the internet!


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2011, 01:03:55 PM
From what I read, its just drop-pods. But thats not confirmed, could have been an assumption on the part of the article reader.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 12, 2011, 01:20:56 PM

Gotta respectfully disagree here. One of the most epic fights I ever had in PS was a three way for a tower that lasted about six hours.

It was epic because you had a 3 way fight for 6 hours involving hundreds of people. Not because the objective itself (spawn tower #203943753) was anything special.

Just saying they can do better with objectives. The bar can be a little better than a generic spawn point to move yardsticks.


Title: Re: Planetside 2
Post by: Ingmar on July 12, 2011, 01:41:09 PM
From what I read, its just drop-pods. But thats not confirmed, could have been an assumption on the part of the article reader.

Even that doesn't tell us anything really, it could just be a 40k-esque animation of a drop pod landing accompanying an instant spawn.


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 01:45:13 PM

And while I admit we don't know enough right now, I can't imagine a way that "spawn on squad" could mean anything good,

This is pure speculation, but here is just one way off the top of my head, it could work, while still having objectives matter to spawning:

Respawn timers could be based on the number of objectives that power some kind of spawn devices for your side in the current area (something something lore, spawn things, require power, control more to spawn faster, cut off opponents ability to spawn quickly on their team mates).   This would be a big advantage to the side that controlled them, and still let people spawn right into the thick of combat.


Title: Re: Planetside 2
Post by: 01101010 on July 12, 2011, 01:49:23 PM

And while I admit we don't know enough right now, I can't imagine a way that "spawn on squad" could mean anything good,

This is pure speculation, but here is just one way off the top of my head, it could work, while still having objectives matter to spawning:

Respawn timers could be based on the number of objectives that power some kind of spawn devices for your side in the current area (something something lore, spawn things, require power, control more to spawn faster, cut off opponents ability to spawn quickly on their team mates).   This would be a big advantage to the side that controlled them, and still let people spawn right into the thick of combat.

Doesn't that mean that the losing side now has to wait even longer to get back into the fight? Still does not have the effect that a last second AMS deploy had on flipping a base.


Title: Re: Planetside 2
Post by: Malakili on July 12, 2011, 01:53:08 PM

And while I admit we don't know enough right now, I can't imagine a way that "spawn on squad" could mean anything good,

This is pure speculation, but here is just one way off the top of my head, it could work, while still having objectives matter to spawning:

Respawn timers could be based on the number of objectives that power some kind of spawn devices for your side in the current area (something something lore, spawn things, require power, control more to spawn faster, cut off opponents ability to spawn quickly on their team mates).   This would be a big advantage to the side that controlled them, and still let people spawn right into the thick of combat.

Doesn't that mean that the losing side now has to wait even longer to get back into the fight? Still does not have the effect that a last second AMS deploy had on flipping a base.

Believe it or not, an idea off the top of my head might not have been the ideal way to do it.  But the point was that *given* a spawn on squad system, that could hypothetically be a way to do it in a way that didn't totally suck.


Title: Re: Planetside 2
Post by: DLRiley on July 13, 2011, 05:52:01 AM

Towers were stupid and crappy battles. The best battles were over things like hilltops and bridges, not inside a tower or base tunnel with 50 people spamming like crazy over a doorway or stairwell to capture an objective, with lots of spawncamping too to keep down all the people just trying to get back into the fuck. Bad design and completely outdated now.

Removing "spawnpoint" out of objective design allows the devs to make them more interesting, variable, and design them more around combat parameters and flow than as spawning points.

YMMV on towers... however, they were key in providing a static spawn point on the field of battle that was less disposable than a AMS. Best battles are subjective, and I have great memories of bridge battles but just as many great memories trying to take bases. Those battles for hilltops and bridges were only a path to the objective and the battle was moved out to there on occasion. Next thing they'll be telling us on these press releases is there will be no bases.

I'll respectfully disagree with the point that people will not accept anything less than spawning with their squad. Some of those bullshit changes SOE made to PTF@.S which killed the game for a lot of people came from the whining community who got their way and then bitched no one was around anymore to play with... I can't stomach a preemptive concept change because they want to cater to everyone and anyone. Waters down the core of the game which means you get a half-ass solo player experience, a half-ass squad/platoon experience, a shitty war/battle experience, and just a half-assed game for everyone that no one will play in a few weeks.

My interest in this game is tailing off severely because frankly, I can't see this as being anything other than another COD with more people. Everything they have said so far, aside for the name, just feels outside the planetside concept. Without the battleplan/logistical side of it, it just is not Planetside, IMHO.

I would play COD on a PC set in a scifi setting where people die as easily as they would in say TF2. Me and anyone else who watched a large firefight in starwars and thought "fuck yeah". Sure the ps2 you want may be great at cannablizing the playerbase of a game like global agenda  or may suck away from ww2o guys, but i'm sure SoE isn't itching to replace ps1 so it can flop against every modern fps in the market. especially with bf3 coming out.


Title: Re: Planetside 2
Post by: Sky on July 13, 2011, 06:55:59 AM
I liked the towers. Secondary objectives are a good idea. Could they have been made more interesting? Sure. But the concept is solid.

One of my (many!) favorite moments was duking it out inf CE vs inf CE over a tower at the fringe of a big slogfest of a battle. We were pretty evenly matched and inventive, it was a great dual puzzle game, each of us trying to out-puzzle the other and kind of a tower defense thing (heh). Then you'd get some random combat squad rolling through and all our defenses that mostly didn't affect the other CE would all start firing off and you'd rack up a quick line of kills...only to grumble because you'd have to go replace those defenses and the other CE would be clued into where you were...so did you do that or use it as an ambush? Or go try to take out his AMS.

And then something in the main battle would shift and suddenly the tower became a prime spawn point and everything went to chaos.


Title: Re: Planetside 2
Post by: KallDrexx on July 13, 2011, 07:07:39 AM
Um yeah.  While my PS experience was back in 2003, I did not find it fun that every time I accidentally ran into a mech, or got sniped, or got bombed (usually by teammates) that I would have to spend all the time to run to the drop ship, wait, get dropped somewhere and run all the way back to the fight only to die and repeat.


Title: Re: Planetside 2
Post by: 01101010 on July 13, 2011, 07:15:55 AM
Um yeah.  While my PS experience was back in 2003, I did not find it fun that every time I accidentally ran into a mech, or got sniped, or got bombed (usually by teammates) that I would have to spend all the time to run to the drop ship, wait, get dropped somewhere and run all the way back to the fight only to die and repeat.

Which is why I would get yelled at on TS by my outfit to hack out a god damn AMS. :D

What you are describing is EXACTLY why you needed a battle plan to establish a foothold point to a continent and work out from it and defend it. Yeah, there were plenty of times I'd die and notice the only spawn points on the continent were some lonely tower somewhere off in a field, a base that was being camped (if they didn't drop the tubes), or I'd have to go back to sanc. If you lost that last tower, you lost the continent and that was the objective by the other team. TA DA, the other side won the continent... that is the type of shit that is SUPPOSED to happen and makes invading a continent more organized than a shoot-em up fest/team deathmatch game. I am just hoping that is not lost on this game...

Now I need a cigarette...  :ye_gods:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 07:30:27 AM
Um yeah.  While my PS experience was back in 2003, I did not find it fun that every time I accidentally ran into a mech, or got sniped, or got bombed (usually by teammates) that I would have to spend all the time to run to the drop ship, wait, get dropped somewhere and run all the way back to the fight only to die and repeat.

Doing it wrong.


Title: Re: Planetside 2
Post by: Nija on July 13, 2011, 07:52:51 AM
For spawning they need to directly copy the AA / controllable drop ship spawn from Section 8.

Directly copy that shit, it's the best respawn system so far.


Title: Re: Planetside 2
Post by: eldaec on July 13, 2011, 07:56:22 AM
90% of my PS experience was fucking around in a mosquito, hunting snipers, dueling reavertards, and irritating AA maxes who didn't appear to be able to do shit about anything so long as my throttle stayed over 75%.

Good times, for a few weeks anyway.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 08:01:00 AM
For spawning they need to directly copy the AA / controllable drop ship spawn from Section 8.

Directly copy that shit, it's the best respawn system so far.

Its how I imagine the new system to be TBH, just with out the AA, but a cert point sink.


Title: Re: Planetside 2
Post by: Sky on July 13, 2011, 08:10:54 AM
Um yeah.  While my PS experience was back in 2003, I did not find it fun that every time I accidentally ran into a mech, or got sniped, or got bombed (usually by teammates) that I would have to spend all the time to run to the drop ship, wait, get dropped somewhere and run all the way back to the fight only to die and repeat.
Say what now?


Title: Re: Planetside 2
Post by: Ratman_tf on July 13, 2011, 08:32:22 AM
I hated having to replace all my gear when I died in World of Warcraft.   


Title: Re: Planetside 2
Post by: Sky on July 13, 2011, 08:57:25 AM
You only had to replace your gear? I had to start over from level 1 when my hunter died.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 10:42:38 AM
Quote
   Part 2

    When is beta?
    Beta will ready when we feel the game is ready for people to play and test in. There is no solid date at this time.

    What are you most excited about in Planetside 2?
    I am most excited about the world system and the territorial control system, for example being able to capture a ridge or a river bend. Also the engine is capable of things volumetric clouds where vehicles could fly in and hide in the clouds.

    Can you tell us if 3rd person will play a role in PlanetSide 2?
    There will only be a 3rd person view for certain air vehicles, infantry will not have a third person view at all. There may be things like cameras that an infiltrator can throw on a wall to monitor who is coming up the stairs or around a corner.

    Can we expect more varied base layouts?
    Currently we are coming up with a way on how interiors are going to work, we are working on predictability vs randomness and we are leaning towards more standard base layouts rather than random. But this time around combat will be less centralized on bases. There will not be specific purpose built facilities such as drop ship etc (ie you won't require a dropship center to build dropships)

    Are there any plans for a larger variety in towers?
    Right now there are two types of towers and we hope to have more variety in towers.

    Are there any plans for more in-depth character creation, like what was done from EQ to EQ2?
    There will not be a large variety of character creation due to the large scale of the game.

    Game Appearance - How will weapon-customization be implemented into the game?
    There will be weapon customization in the game. The customization will be very sensitive to player gaining to much power. An upgrade may allow you to unlock different variants that are less accurate but do more damage. There will be a 15% to 20% maximum difference between players who are new compared to experienced.

    Will base names remain similar in PlanetSide 2?
    Hope to use similar base names as well as continents, there was a new continent featured in the teaser trailer and we are currently working on Searhus.

    Will wreckage remain on the battlefield?
    Wreckage will stay around on the battlefield for a period of time, hopefully minutes but it is still up for balance.

    Are you currently planning to make an expansion pack or periodically add content?
    There will be large scale content releases rather than expansion packs in PlanetSide 2.

    What are your plans for the storyline? Will it be expanded upon?
    The PlanetSide 2 story is the re-imaging of PlanetSide, you are still in Auraxis and allot of the story from PlanetSide will be re-examined in PlanetSide 2

    Part 3

    Will there be more of a detailed hitbox in PlanetSide 2? For example will we see Headshots this time around?
    There will be headshots in the game as well as locational damage on Vehicles.

    Can the terrain be altered (destructable terrain)?
    At this stage of development this is still up in the air.

    Do we still have a sanctuary? Or is it replaced with something else?
    The sanctuaries and shuttle system do not exist in PlanetSide 2 since they slow down the gameplay. You will be able to spawn directly on squad mates based on skills, squad spawning can only happen outside since squad spawning actually drops a capsule from the sky. Additionally you will be able to spawn in Galaxies.

    What changes will we see in the command system in Planetside 2?
    There will be squad level command systems that allow tagging of targets as well as outfit based command. There will also be orbital strikes in the game, all of these abilities will be based on the skill system in the game.

    What kind of new features can we expect for Outfits?
    Later on down the road (likley not at release) we hope to provide a skin system to allow outfits to customize their armors so the will be more recognizable on the battlefield. This type of system would be approved by the PlanetSide Team to cut down on inappropriate submissions.

    Will there be a merit system?
    Yes we hope to have a merit system in PlanetSide 2



Quote
   Will there be more of a detailed hitbox in PlanetSide 2? For example will we see Headshots this time around?
    There will be headshots in the game as well as locational damage on Vehicles.

And we are done here. This isn't Plantside.


Title: Re: Planetside 2
Post by: DLRiley on July 13, 2011, 10:52:27 AM
Just shooting a projectile in the general direction of a moving object != an fps to 90% of people who play first person shooters and not mmos....


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 10:57:17 AM
Locational damage doesn't seem like a big deal to me.


Title: Re: Planetside 2
Post by: Surlyboi on July 13, 2011, 11:04:22 AM
I'm totally fine with locational damage. Especially on vehicles. Disabling the main gun or the treads on a tank can be really viable strategies.

Relax, Bloodworth. They haven't fucked it up yet.

Not a lot of character variation is understandable, can we at least have some Brothers in Planetside 2?  :grin:


Title: Re: Planetside 2
Post by: 01101010 on July 13, 2011, 11:06:18 AM
Quote
Do we still have a sanctuary? Or is it replaced with something else?
    The sanctuaries and shuttle system do not exist in PlanetSide 2 since they slow down the gameplay. You will be able to spawn directly on squad mates based on skills, squad spawning can only happen outside since squad spawning actually drops a capsule from the sky. Additionally you will be able to spawn in Galaxies.

No sanc? So... wtf are we fighting for then? And likewise, what if your faction gets wiped off all the maps? GG, Reroll please? Every army needs a home territory... one to launch full on offensives from...tank columns? air forces? Support columns?

This whole thing is starting to sound a lot like skirmish fights all taped together on a bigger map where shooting people is the primary goal and advancing your faction is secondary or even tertiary...

As for the headshot thing... As long as it takes two shots to kill someone still, I'm ok with it. If it's a one-shot one kill, BOOOOM HEADSHOT thing, well SOE can fuck right off. Then again... SOE can fuck right off anyway.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 11:08:06 AM
Head shots. HEADSHOTS.

Locational damage is fine. They said head shots. Combined with a faster TTK. We have a battlefield wannabe. Who needs tactics, who needs team mates, who needs strategy, who needs objectives who needs combined arms, who needs support roles.

Boom head-shot is the only skill you need. He who turns the corner first wins.  

This whole thing is starting to sound a lot like skirmish fights all taped together on a bigger map where shooting people is the primary goal and advancing your faction is secondary or even tertiary...

Yep.




Title: Re: Planetside 2
Post by: Surlyboi on July 13, 2011, 11:10:25 AM
Head shots. HEADSHOTS.

Locational damage is fine. They said head shots. Combined with a faster TTK. We have a battlefield wannabe. Who needs tactics, who needs team mates, who needs strategy, who needs objectives who needs combined arms, who needs support roles.

Boom head-shot is the only skill you need. He who turns the corner first wins.  

I'm still wait-and-see. Headshots can still be legit and strategy may not die at the hands of upped lethality.


Title: Re: Planetside 2
Post by: LK on July 13, 2011, 11:15:04 AM
This whole thing is starting to sound a lot like skirmish fights all taped together on a bigger map where shooting people is the primary goal and advancing your faction is secondary or even tertiary...

How many people are going to buy this game to shoot the guy in the head, and how many are going to engage in complex macro warfare strategy tactics that presumes an obedient and competent force?

Come on, seriously. I love the idea of coordinating logistics and supply chains based on data and trends -- I'm an analyst at heart. That's why I'll pick up Anno 2104 or whatever. In an MMO environment a command structure places a server-wide hierarchy that all players may not be comfortable with but more than likely won't respect and just do their own thing.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 11:19:59 AM
http://youtu.be/olm7xC-gBMY


Title: Re: Planetside 2
Post by: 01101010 on July 13, 2011, 11:20:15 AM
How many people are going to buy this game to shoot the guy in the head, and how many are going to engage in complex macro warfare strategy tactics that presumes an obedient and competent force?

Come on, seriously. I love the idea of coordinating logistics and supply chains based on data and trends -- I'm an analyst at heart. That's why I'll pick up Anno 2104 or whatever. In an MMO environment a command structure places a server-wide hierarchy that all players may not be comfortable with but more than likely won't respect and just do their own thing.

So then why even attempt to make PS2 in this COD/BF environment and not do anything outside of that paradigm other than "oh but we have big maps that pack hundreds of players on a pointless map rather than a 128 or 64/32 player cap?" The whole god damn concept of PS was active warfare with control and dependencies and rambo was not a factor.

So they are in essence bringing out a Brink 2.0 with a map selection with large area and slightly different environment. Talk to me when PS2 comes out... till then I am done with this theorycrafting. Nothing they have said about the design has done anything but piss me off and disappoint me. About the only nugget I actually applaud is the no 3rd person cam in infantry mode. Otherwise...

I am through commenting on this thread.


Title: Re: Planetside 2
Post by: Sheepherder on July 13, 2011, 11:23:18 AM
And we are done here. This isn't Plantside.

No, I guess not.



Title: Re: Planetside 2
Post by: eldaec on July 13, 2011, 11:39:20 AM
I'm unclear how sand has found it's way into this thread's collective vagina.

All I can see is reference to a non-uniform hitbox and instead of a sanctuary you use a menu and go direct to droppod.

That doesn't seem earth shattering. What am I missing here?


Title: Re: Planetside 2
Post by: Ratman_tf on July 13, 2011, 11:49:06 AM
Hopefully by headshot he meant location damage. I know I say stupid shit when I meant something else all the time.  :grin:

But there's enough stinky on these Q&As to make me go

(http://www.veganporn.com/wp-content/uploads/2010/09/not-sure-if-want-300x225.jpg)



Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 11:50:19 AM
I'm unclear how sand has found it's way into this thread's collective vagina.

All I can see is reference to a non-uniform hitbox and instead of a sanctuary you use a menu and go direct to droppod.

That doesn't seem earth shattering. What am I missing here?

The erosion of a war game with more layers than an onion, into a session based shooter where only one skill is needed. A game that supported may play-styles and skills, turned into a one shot pony.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 13, 2011, 11:52:49 AM
I'm unclear how sand has found it's way into this thread's collective vagina.

All I can see is reference to a non-uniform hitbox and instead of a sanctuary you use a menu and go direct to droppod.

That doesn't seem earth shattering. What am I missing here?

A few PS1 fanboys who don't seem to know much about FPS games in general getting their panties in a knot because SOE is trying to fix the quirky and flawed game that only they and a few hundred other people really liked.

SOE is taking another shot at all the FPS players who passed on PS1 because it was such a crummy FPS from a mechanics/design point of view. That means adding in modern & popular FPS design elements to make it competitive with BF/TF2/CS/CoD (But NOT necessarily a cheap clone), along with MMO elements to set it apart from those games and justify ongoing payments (massive scale, persistence, economy, achievment, etc.).


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 11:55:09 AM
I'm unclear how sand has found it's way into this thread's collective vagina.

All I can see is reference to a non-uniform hitbox and instead of a sanctuary you use a menu and go direct to droppod.

That doesn't seem earth shattering. What am I missing here?

The erosion of a war game with more layers than an onion, into a session based shooter where only one skill is needed. A game that supported may play-styles and skills, turned into a one shot pony.

Overreaction.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 11:57:15 AM
Overreaction.

Perhaps. I'm still holding out that he did not mean one shot head shots.

A few PS1 fanboys who don't seem to know much about FPS games in general

Sure guy.


Title: Re: Planetside 2
Post by: HaemishM on July 13, 2011, 11:59:44 AM
Why the fuck would the inclusion of headshots and locational damage on vehicles turn you OFF of a game? Fuck's sake, that and the lack of jumping is one of the things that really annoyed me about PS1.


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 12:01:44 PM
Why the fuck would the inclusion of headshots and locational damage on vehicles turn you OFF of a game? Fuck's sake, that and the lack of jumping is one of the things that really annoyed me about PS1.

Because he wants organization and planning to matter more than individual skill.   


Title: Re: Planetside 2
Post by: HaemishM on July 13, 2011, 12:03:04 PM
It's hard to headshot an organization.  :why_so_serious:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 12:05:55 PM
Why the fuck would the inclusion of headshots and locational damage on vehicles turn you OFF of a game? Fuck's sake, that and the lack of jumping is one of the things that really annoyed me about PS1.

No problem with locational damage on Vechicles. There was jumping in PS one. It's "head-shots" I take issue with.


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 12:14:20 PM
Why the fuck would the inclusion of headshots and locational damage on vehicles turn you OFF of a game? Fuck's sake, that and the lack of jumping is one of the things that really annoyed me about PS1.

No problem with locational damage on Vechicles. There was jumping in PS one. It's "head-shots" I take issue with.

If you have enough people that care so that organization and coordination matter, I think those players can be fucked to learn how to aim too.


Title: Re: Planetside 2
Post by: Sheepherder on July 13, 2011, 12:16:49 PM
"Our game has headshots" is pretty unspecific in a game about future marines in power armour, given that a number of other games meeting that description don't have instant kill headshots.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 12:23:54 PM
Why the fuck would the inclusion of headshots and locational damage on vehicles turn you OFF of a game? Fuck's sake, that and the lack of jumping is one of the things that really annoyed me about PS1.

No problem with locational damage on Vechicles. There was jumping in PS one. It's "head-shots" I take issue with.

If you have enough people that care so that organization and coordination matter, I think those players can be fucked to learn how to aim too.

I value sustained ability to aim over once. Part of the problem I am having is one shot deaths are annoying, not very fun, and remove firefights from games. They also really impact the need for support roles such as medical. One of the best parts about Plantsides design was the two shot rule for small arms. No one could die in one shot from small arms. This left lots of room for survivability, and sustain fights and created the need for support roles.Even opened up the game for those who are not really interested in shooting, but more casual roles ( Drivers, Engineers, pilots, cloakers ). It was not just simply who shot first. It was who was prepared, who has better sustained aim, who had better cover ability and situational awareness or tactics like flanking to remove the nested group.

Like I sad, I hope he just misspoke, if not, a huge chunk of what Plantside was about is gone. Increased damage from head shots is fine, as long as the two shot rule is there. But when you say "Head shots" you do not typically mean that.

It may very well attract more people to the game if head-shots are in, but I believe it does a disservice to the original design and lessons the overall war game.


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 12:33:13 PM
Why the fuck would the inclusion of headshots and locational damage on vehicles turn you OFF of a game? Fuck's sake, that and the lack of jumping is one of the things that really annoyed me about PS1.

No problem with locational damage on Vechicles. There was jumping in PS one. It's "head-shots" I take issue with.

If you have enough people that care so that organization and coordination matter, I think those players can be fucked to learn how to aim too.

I value sustained ability to aim over once. Part of the problem I am having is one shot deaths are annoying, not very fun, and remove firefights from games. They also really impact the need for support roles such as medical. One of the best parts about Plantsides design was the two shot rule for small arms. No one could die in one shot from small arms. This left lots of room for survivability, and sustain fights and created the need for support roles.Even opened up the game for those who are not really interested in shooting, but more casual roles ( Drivers, Engineers, pilots, cloakers ). It was not just simply who shot first. It was who was prepared, who has better sustained aim, who had better cover ability and situational awareness or tactics like flanking to remove the nested group.

Like I sad, I hope he just misspoke, if not, a huge chunk of what Plantside was about is gone. Increased damage from head shots is fine, as long as the two shot rule is there. But when you say "Head shots" you do not typically mean that.

It may very well attract more people to the game if head-shots are in, but I believe it does a disservice to the original design and lessons the overall war game.

Counter Point: WW2O - one shot from pretty much anything will kill you, save for limb shots which had other negative side effects.   It was hardly a death match game though, probably the slowest paced, combined arms, positioning matters, game I've ever played.  Just because you can die quickly doesn't mean the game turns into a CoD clone.


Title: Re: Planetside 2
Post by: HaemishM on July 13, 2011, 12:41:35 PM
I value sustained ability to aim over once. Part of the problem I am having is one shot deaths are annoying, not very fun, and remove firefights from games.

This bolded part is patently untrue. There are one-shot headshot kills in Battlefield 2 and Bad Company 2 and I'll put my big time firefights in those game up against any in Planetside.


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 12:44:37 PM
I value sustained ability to aim over once. Part of the problem I am having is one shot deaths are annoying, not very fun, and remove firefights from games.

This bolded part is patently untrue. There are one-shot headshot kills in Battlefield 2 and Bad Company 2 and I'll put my big time firefights in those game up against any in Planetside.

Agreed, and this is actually  *because* they allow spawning on squad so that even though you die quick, you can reinforce relatively quick as well. Well, and medics.  But the point being, there is more than one way to make a firefight.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 12:46:59 PM
Really, you and a group of people have held down a hallway for 15 minutes under fire until someone finally broke through another group on your flank only after positioning enough AMS's and securing the court yard?

Please record it next time.

Counter Point: WW2O - one shot from pretty much anything will kill you, save for limb shots which had other negative side effects.   It was hardly a death match game though, probably the slowest paced, combined arms, positioning matters, game I've ever played.  Just because you can die quickly doesn't mean the game turns into a CoD clone.

I have never seen nor played in a fight in WW2o that was not further than a football field. I do not believe the encounter ranges are comparable.


I tend to enjoy more arcade games personally. I have no need for realism. The pace of Plantside one was a great one, so the combination of speeding that up and allowing head-shots ( Sill in the air ) signals to me that the other parts of the design are getting sidelined. Considering Plantside is from the tribes line of design ( Not V2 BS )  like other games of this design, such as global agenda. Adding more session based game play elements to a war game strikes me as wrong, not when the original title valued teamwork and objectives more than one shot kills.

You guys may cite Battlefield and COD all you want, thats a different game design, and are not war games. I avoid them because I find them shallow.  The elements being added like classes, head shots, insta-respwns, and head shots really bother me for this title.

I'm with 01101010, I'm out until more concrete info is given.


Title: Re: Planetside 2
Post by: Malakili on July 13, 2011, 12:52:19 PM
Really, you and a group of people have held down a hallway for 15 minutes under fire until someone finally broke through another group on your flank only after positioning enough AMS's and securing the court yard?

Please record it next time.




I fail to see how this change is going to stop stuff like from happening in game.   


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 12:57:39 PM
Really, you and a group of people have held down a hallway for 15 minutes under fire until someone finally broke through another group on your flank only after positioning enough AMS's and securing the court yard?

Please record it next time.




I fail to see how this change is going to stop stuff like from happening in game.   

Because it does not happen in the other titles.


Title: Re: Planetside 2
Post by: Lantyssa on July 13, 2011, 12:58:12 PM
Relax, Bloodworth. They haven't fucked it up yet.
If we use Bloodworth as an indicator of what will make a good game, Planetside 2 will rock.  Let him think it's ruined. ;D


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 01:01:41 PM
I'm all for making the title more appealing and modernizing it, but there are some things that simply do not belong.

We shall see how it goes.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 01:18:58 PM
Quote
On Saturday at Fan Faire 2011 after the major announcements were made we had a chance to sit down with John Smedley and pick his brain on PlanetSide 2 and what it means to him and SOE.

Q. Can you elaborate a little bit on the free aspect that has been mentioned?

A. There will be a cash shop for the game however the goal is not to sell power. For example we would sell things like customization because we would like there to be a massive amount of ways to customize your characters. So people could recognize you or your outfit out of a group. We will not sell a more powerful gun or vehicle.

Q. Tell us more about how you would like to involve the community in PlanetSide 2 Development, and post release.

A. We will have the three year development plan as well as being active on the forums. We want to keep constant discussion open with the community and we plan to do that by directly interacting with the community.

Q. How important is PlanetSide 2 for SOE?

A. It's important to us and it's one of our big tent poles. We feel strongly about PlanetSide 2 and have dedicated a lot of resources to it.

Q. What are you most excited about with PlanetSide 2?

A. I am most excited to be playing it, this is the game that I want to play. I switch games I play every night and this is the game I am looking forward to playing every night.

Q. What was the biggest lesson you learned from PlanetSide when it comes to building the sequel?

A. Number 1 would be to keep the pace faster, things like the sanctuaries have no place in the game and slowed things down too much. Also we need to support the communities deep love for PlanetSide throughout.

Q. What are your plans to keep players involved for the long term. How do skills and training play into that? What are your plans for "End Game" for hard core players.

A. We plan on announcing a 3 year post launch vision for the game to go into detail on this. We will take fan feedback and alter the plan and really listen to the community feedback.

Q. If you could play one Sony game for the rest of your life what would it be?

A. PlanetSide for sure.

Higby is posting on PSU.

Quote
If you're BR 10, that's on your character. Classes don't really have RANKS, they have CERTS which are locked or "gated" by the player's overall rank. So, if you're BR 10, you aren't automatically a level 10 AA Max since a level 10 AA max doesn't actually exist in a meaningful way. But, you have access to unlock level 10 AA Max CERTS, those CERTS would still require time to train and unlock.

So, while you can switch into a variety of roles, you'd be playing them completely untrained until you put some time into advancing all of them.

One final note: More advanced roles (Such as MAX or Liberator) may require advancement down a specific skill tree to unlock, for instance you may need to spend some time training Heavy Assault to unlock MAX skill trees, that way everyone can't just spawn an untrained powerful vehicle / weapon and still be very powerful with it despite not having any of the bells and whistles unlocked. This is something we're still playing with internally, we're doing a lot of iteration on these systems - when they're totally locked down you guys can expect to see a full expose on them get released.

Again, huge thank you for the questions and feedback guys... It's really awesome to have this community as a sounding board, sanity check and idea farm on some of these things.


Quote
There aren't animations for getting into or out of vehicles.
 :mob:

Quote
I agree the ps1 had a great system, we're definitely keeping the spirit of that system in ps2. What you won't have is a dude that looks like a medic rolling around with a rocket launcher, or a light assault dude with a jump jet who also can use a chaingun. We're offering a lot of cool, divergent gameplay styles that in a completely freeform style system would be way, way too easy to stack and exploit.

 :mob:

Quote
Squad spawning is really tricky to balance, no doubt. What we haven't talked about are things like the requirements to do it (needs a relatively advanced spec'd squad leader in your squad to use) and it will be on some kind of cooldown based on the squad leader. It's definitely not designed to be your primary respawn method.

We're definitely going to be making a huge push around Planetside 2, have no doubt.

Not so bad.

Quote
Inventory won't exist in the same way as it did in PS1. There will still be loadouts, but you won't have to manage inventory space to trade-off ammo for medkits, etc.

 :oh_i_see:




Title: Re: Planetside 2
Post by: HaemishM on July 13, 2011, 01:27:20 PM
Really, you and a group of people have held down a hallway for 15 minutes under fire until someone finally broke through another group on your flank only after positioning enough AMS's and securing the court yard?

Please record it next time.




I fail to see how this change is going to stop stuff like from happening in game.   

Because it does not happen in the other titles.

Bullshit. Bullshit. Bullshit. I've had multiple games in Battlefield 2142 with protracted hallway fights while trying to take over Titans. I've had matches lasting close to an hour fighting over a single objective over and over in both Battlefield 2 and Bad Company 2 (the trick being that the ticket counts were set higher than the default). Both games with headshots and spawn on squad mechanics, with large scale maps (though not as large as a PS1 continent, still decent sized maps the required a good few minutes to walk from one side to the other).

In fact, the Titan fights were very similar to tower fights in Planetside - bunch of guys outside trying to break through grenade spam.


Title: Re: Planetside 2
Post by: Abelian75 on July 13, 2011, 01:30:06 PM
I don't think MrBloodworth is completely talking out of his ass, even if maybe it's a little bit of an overreaction without knowing more.  I think his worry regarding headshots and decreased time to kill is that such things do tend to make for less stability in gameplay.  If you have a game with one-shot headshot kills, and a dude runs around a corner into two defenders, there is a much more realistic possibility of him winning that fight than if (on the other extreme) it takes thirty seconds of pumping rounds into someone in order to kill them.  In the second scenario, in fact, you're pretty nearly going to get the same result every time.  Longer time to kill and less "twitch" skill dependence are effectively running a simulation multiple times and averaging out the results.  While it's typical to say that games with a heavy emphasis on reaction time and quick battles are more "skill-based" (which makes some sense, since a very skilled player will often be able to defeat two opponents, whereas in the slow game they would almost never be able to using only "twitch" skill), another important effect of games in that style is that even complete newbies have a non-ignorable chance of winning that one-on-two fight.  So while a more "skill-based" game DOES increase the average victory rate of a skilled player, it ALSO increases the random spread of results.  Despite increasing the gap in average success rates between skilled and unskilled players, it also makes individual encounters much more unpredictable.

I think his worry is that without predictability, you are much less likely to have firefights like this, because a newbie charging around that corner actually has a non-ignorable (even if it is very low) chance of doing some damage.  And it's hard to get people to do things that involve cooperation and long-term focus if other methods can be effective (not necessarily as effective, of course).  I think it's a reasonable concern to wonder if the designers recognize this.  At one time I would have thought, "Duh, of course," but I don't know.

Now, someone else mentioned that spawning on your squad may have a balancing effect on this.  That does make some sense, I think.  Effectively it makes it so that the individual's death is actually fairly irrelevant, and more akin to getting your shields knocked out in Halo or something.  You're hurt, but if you can just chill for a few seconds, it's fine.  It means that while you can just blindly charge around the corner and maybe kill a dude or two if you're lucky, that won't really matter that much if there are three dudes.

So yeah, I'm maybe not quite as DOOM about this (though I am for other reasons, because I'm just cynical of whether there's any real love going into the game in the first place), but I do think there's some rational basis for not wanting headshots and quick time-to-kill.  Vehicle location-based damage makes a bit more sense, because it tends to be less about skill and twitch (it's pretty easy to aim at a big vehicle tire), and more about flanking and position.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 01:47:43 PM
Really, you and a group of people have held down a hallway for 15 minutes under fire until someone finally broke through another group on your flank only after positioning enough AMS's and securing the court yard?

Please record it next time.




I fail to see how this change is going to stop stuff like from happening in game.   

Because it does not happen in the other titles.

Bullshit. Bullshit. Bullshit. I've had multiple games in Battlefield 2142 with protracted hallway fights while trying to take over Titans. I've had matches lasting close to an hour fighting over a single objective over and over in both Battlefield 2 and Bad Company 2 (the trick being that the ticket counts were set higher than the default). Both games with headshots and spawn on squad mechanics, with large scale maps (though not as large as a PS1 continent, still decent sized maps the required a good few minutes to walk from one side to the other).

In fact, the Titan fights were very similar to tower fights in Planetside - bunch of guys outside trying to break through grenade spam.

I'm not sure you are getting what I am saying. This could be a miscommunication. Did you play Plantside one? If so, if you got past longer than a few hours, you would know I am not talking about the length of time of a map session or tickets, but holding a hallway or item of strategic importance with in a larger campaign leaning on your squad to hold that position, healing, repairing, shooting, moving from cover. This is not something I have EVER found in those other games. EVER. What you are describing is an endless meat grinder of one/two shots and deaths for over an hour. That's NOT what I mean at all. What I speak of does not happen in those games.

Abelian75 is doing a good job trying to explain some of my concerns. After reading the plans for spawn on squad I am less concerned it will erode the spawn logistics side of the game.

Again, its a war game, not a battle game.




Title: Re: Planetside 2
Post by: Ratman_tf on July 13, 2011, 02:22:54 PM
I value sustained ability to aim over once. Part of the problem I am having is one shot deaths are annoying, not very fun, and remove firefights from games.

This bolded part is patently untrue. There are one-shot headshot kills in Battlefield 2 and Bad Company 2 and I'll put my big time firefights in those game up against any in Planetside.

Agreed, and this is actually  *because* they allow spawning on squad so that even though you die quick, you can reinforce relatively quick as well. Well, and medics.  But the point being, there is more than one way to make a firefight.

Quick dying and respawning makes all kinds of zerg problems that I find a real turn off in team FPSes.


Title: Re: Planetside 2
Post by: LK on July 13, 2011, 02:26:07 PM
I love all the "I'm an authority on this and this is how it should be" in the thread.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 02:46:25 PM
I love all the "I'm an authority on this and this is how it should be" in the thread.

Some one said this? If not then why would you say this. I believe we are having a debate. I have not once commented on the popularity of the design, I have simply expressed my opinion on what I am reading.


Title: Re: Planetside 2
Post by: Sheepherder on July 13, 2011, 03:02:24 PM
I value sustained ability to aim over once. Part of the problem I am having is one shot deaths are annoying, not very fun, and remove firefights from games. They also really impact the need for support roles such as medical. One of the best parts about Plantsides design was the two shot rule for small arms. No one could die in one shot from small arms. This left lots of room for survivability, and sustain fights and created the need for support roles.Even opened up the game for those who are not really interested in shooting, but more casual roles ( Drivers, Engineers, pilots, cloakers ). It was not just simply who shot first. It was who was prepared, who has better sustained aim, who had better cover ability and situational awareness or tactics like flanking to remove the nested group.

...

It may very well attract more people to the game if head-shots are in, but I believe it does a disservice to the original design and lessons the overall war game.

Rainbow Six and Ghost Recon are games for rocket jumping crack addicts with no sense of strategy because of instantaneous kills and the ability to jump straight back into combat when your avatar dies.

Also, dude, clean under your "E" keycap or something.


Title: Re: Planetside 2
Post by: Lantyssa on July 13, 2011, 03:35:56 PM
To make Bloodworth feel better, just remember this is the company that brought you EQ2 as the successor to EQ.  I'm sure it'll be true to the original.


Title: Re: Planetside 2
Post by: LK on July 13, 2011, 03:50:06 PM
I love all the "I'm an authority on this and this is how it should be" in the thread.

Some one said this? If not then why would you say this. I believe we are having a debate. I have not once commented on the popularity of the design, I have simply expressed my opinion on what I am reading.

I say it because of the amount of conclusions being reached from scant information and even less objective insight.

Let me try to settle the "debate", if that's what you want to call this: You want Planetside, go play Planetside. What I see is that you want to replicate feelings you had in the old game, but I can't even tell if you know the objective circumstances that led to those feelings, and look like you're batting around in the dark in an almost knee-jerk, witch-hunt fashion against global features and design changes that would take your precious nostalgia from you instead of necessary changes meant to adapt to an evolving target audience, who if I had to guess outnumber you 10 or 100 to 1 (or some other ridiculous made-up ratio to emphasize a point), who have shown that Planetside, as it was, ain't for them.

I don't have a problem with your opinions, just that they seem to be so... anti-intellectual and from one very subjective viewpoint, which is grating if you want to discuss the true impact of design features (of which you have no concept, and who could, about how it feels in final implementation or works with the rest of the game's design, just how it offends your sensibilities).

A healthy dose of caution is fine, but until that game ships, all the PR and marketing aren't promises that are set in stone until RC. They may completely change their mind by the time Beta / RC hits. Buying into it is unnecessarily stressing / hyping you up.


Title: Re: Planetside 2
Post by: Ratman_tf on July 13, 2011, 04:35:26 PM
Welcome to F13. Pleased to meet you.


Title: Re: Planetside 2
Post by: LK on July 13, 2011, 05:07:59 PM
What can I say, I pulled right trigger.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2011, 06:19:00 PM
I've said a number of times ill wait for more info and I'm just stating my opinions. I also believe I said the changes my very well be something that gets more people into two. I apologize for discussing a game I'm following on a game site. Also, you added nothing to the discussion, you just once again singled me out. Next you will be confusing my personal opinions as trying to solve the industry's problems, then tell me how I am wrong, and you are right. You really like to do this every time. Talk about a witch hunt. I am well aware things may change over time with the info we have now, why would they not?


Title: Re: Planetside 2
Post by: Sheepherder on July 13, 2011, 07:03:36 PM
Bloodworth, you are completely wrong about the effect that being able to one-shot someone has on strategic depth, because as the ability to soak damage increases the effect that the element of surprise has is necessarily lessened.  As Sun Tsu once said:  "Real war isn't fair, L2 counter rush newb, Scree Scree Scree."


Title: Re: Planetside 2
Post by: apocrypha on July 14, 2011, 12:13:20 AM

Where's that Q&A from? Is it official? If so then why are the spelling and grammar so appalling? It makes it look amateurish, which doesn't exactly fill me with confidence for the quality of the final product.


Title: Re: Planetside 2
Post by: DLRiley on July 14, 2011, 02:22:31 AM
I like how bloodworth is all "waaaaaaaaaaaaaaaah it takes PERSONAL SKIKLL TO KILL PEOPLE IN AN FPS!!  :ye_gods: :uhrr: :uhrr: :uhrr:
I don't see whats tactical about derp dpsing every crap player down as you pew pew at each other for 3 minutes.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 14, 2011, 04:58:39 AM

Where's that Q&A from? Is it official? If so then why are the spelling and grammar so appalling? It makes it look amateurish, which doesn't exactly fill me with confidence for the quality of the final product.


First part of from the Q&A (http://www.planetside-universe.com/), second if from his postings on reddit.

I like how bloodworth is all "waaaaaaaaaaaaaaaah it takes PERSONAL SKIKLL TO KILL PEOPLE IN AN FPS!!  :ye_gods: :uhrr: :uhrr: :uhrr:
I don't see whats tactical about derp dpsing every crap player down as you pew pew at each other for 3 minutes.

I haven't said anything of the like. You assume I think battlefield and games like that are bad, I do not. I simply think thats a very different design from Plantside or its line.


What I fear is, and this has to bee seen to know, is that the increased TTK will lesson the need for medics. The slower speed opened the design up for medics to be useful, more useful than other designs, and yes allowed great FPS players to still be great, but not so great to also be somewhat effective. Medic and engineer was a full fledged need in Planetside one, I'm not sure how they will be useful beyond resurrection if its increased.  I had personally hoped such things would still be intact and the game be more modernized.



EDIT: Thankfully he has clarified what he means with "head-shot", and personally, I am less concerned now as it seems a good compromise.


Quote
Q. What exactly is the planned Damage bonus for headshots? Will any Infantary weapon be able to One shot Kill?

A. The system allows us to have different damage bonuses for each weapon. This way we can make it so that sniper rifles give a 200% bonus making them OSOK on headshots and chainguns get a 0% bonus making it make no difference. Other guns like pistols or assault rifles might be somewhere in between based on how rewarding we feel precision should be with each of those weapons/weapon types. Vehicle weapons will likely have a 0% bonus.

Exact balance for this is not final, but that's the general idea that we're going with and we'll tweak as necessary.


Title: Re: Planetside 2
Post by: Sky on July 14, 2011, 08:09:28 AM
OSOK on headshot = Battlefield's persistent sniper problem, with half the team hanging out in the middle of nowhere "lone wolfing" it. Maybe not as big a deal in PS2 with the larger theoretical population.

The thing about speed of combat, how long in a persistent world can you sustain fast combat? You need some downtime to stay sane imo.


Title: Re: Planetside 2
Post by: shiznitz on July 14, 2011, 08:20:22 AM
Sniper squads like that are fodder for aircraft, or at least they were is PS1. 


Title: Re: Planetside 2
Post by: Surlyboi on July 14, 2011, 08:32:57 AM
Sniper squads like that are fodder for aircraft, or at least they were is PS1. 

Unless that sniper was in Rexo with a rocket launcher as his secondary. I used to eat Mossies for lunch.


Title: Re: Planetside 2
Post by: kaid on July 14, 2011, 08:49:33 AM
Sniper squads like that are fodder for aircraft, or at least they were is PS1. 

Yup in PS1 sniper squads were mosquito food and also very vulnerable to people in the smaller tanks or other ground vehicles. Our personal favorite was the TR 4 machine gun APC of DEATH.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 14, 2011, 09:20:48 AM
OSOK on headshot = Battlefield's persistent sniper problem, with half the team hanging out in the middle of nowhere "lone wolfing" it. Maybe not as big a deal in PS2 with the larger theoretical population.

The thing about speed of combat, how long in a persistent world can you sustain fast combat? You need some downtime to stay sane imo.

The problem in older BF and most FPS games is that snipers uselessness creates team imbalances if one team has a lopsided amount (like 10 snipers on one team and 3 on the other), that team basically has a guaranteed loss. This goes double if the sniper suplus team is the attacking team on an assault style map which requires the attacker to get their hands dirty storming a heavily fortified objective, too many losers hanging back trying to be Vasily Zaitsev is a guaranteed fail.

So not only is a sniper useless, but he takes the team spot of an actual useful player which is a double whammy to team balance. Planetside not having team limits like normal FPS games actually alleviates this problem to an extent, because a useless sniper is just a useless surplus, and not taking the spot of an actual useful player.

Detailed stat tracking also exposes snipers. A lot of the mentality comes from older FPS games where the only thing tracked was kills & deaths. So a sniper could pretend he was badass going 6-1 in a round by hiding away and picking off semi-afk people at a spawn point, while an assault guy who went 14-16 (or worse, the medic/engineer who went 3-16) fighting through heavy defence to an objective ends up with crummy stats. Now FPS games score objective fighting, kills per minute, healig, repairing, assists, targetting and other support functions MUCH better, so a snipertard will be exposed as useless with his crummy score.

New class balancing in PS2 could help also, maybe snipers won't be able to easily carry AA rockets as 2nd weapons.


Title: Re: Planetside 2
Post by: AcidCat on July 14, 2011, 09:29:31 AM
Personally I'm willing to give them the benefit of the doubt on all the changes, we'll only really know how it all comes together when we play it. I'm optimistic.


Title: Re: Planetside 2
Post by: kaid on July 14, 2011, 10:35:49 AM
Snipers were deadly in planetside 1 but they have enough counters they never really caused to much problems. One of the main things being once the fights go indoors snipers quickly become tits useless and they were very vulnerable to vehicles. Plus side where they could be used they were very potent so you wanted a them but I never really saw fight where there were hordes of snipers running around. Plus if they keep the spec system the same it is easy enough to swap out gear at those lil portable base things.


Title: Re: Planetside 2
Post by: eldaec on July 14, 2011, 10:46:10 AM
Bad snipers are exactly why sport pvp sucks monkey balls in an mmo.

Don't have limited team spots and problem goes away entirely.


Title: Re: Planetside 2
Post by: Sky on July 14, 2011, 11:02:12 AM
Snipers were deadly in planetside 1 but they have enough counters they never really caused to much problems.
Thus the concerns they don't stray too far from the original formula, which worked and wasn't like a bajillion free shooters.


Title: Re: Planetside 2
Post by: HaemishM on July 14, 2011, 11:05:24 AM
I played Planetside solo, joining in big battles for at least a month or so during the free reserves thing. It was fun enough (though the mechanics of shooting people in the face sucked MONKEY BALLS) but I never ever got the impression Bloodworth is trying to portray. Towers were grenade spam fights, just like breaking into bases. The only difference I saw between a good BF2142 Titan fight and a base fight was that there was a larger continent, mostly empty, around the big fight. It didn't change the protracted nature of the fights. You take the timer off of BF2142, set the ticket count higher (so each side has more reinforcements) and you have the same kind of protracted fights as you'd have had in Planetside, only the shooting mechanics played better and made more sense. Headshots do not take away strategic options or protracted firefights.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 14, 2011, 11:16:15 AM
Titan mode was way better than PS1 base fights. Both were shitty hallway spam fights, but at least in titan mode it had an equilizer to people turtling in the hallway, cuz you had cannons below which you could capture and shoot down the titan to win (alternatively if the other team's ground game was too strong you could assault the titan to pull off a come from behind win. I don't think PS1 had this many layers built into major objective captures so it is pretty funny to hear people romanticize about how sophisticated tactically it was.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 14, 2011, 11:24:57 AM
It had more. Drop the gen, kill the tubes, drop on the roof, use the back door,drain the base, max crash, front door, upload viruses ETC...


EDIT: The 1% (http://www.rockpapershotgun.com/2008/09/05/planetside-the-1/)

666th Devil Dogs Planetside on Gamespot  (http://youtu.be/woqAJBGqppI)


Title: Re: Planetside 2
Post by: Trippy on July 14, 2011, 12:34:17 PM
It had more. Drop the gen, kill the tubes, drop on the roof, use the back door,drain the base, max crash, front door, upload viruses ETC...
People got really pissed on both sides when you did that when I played though cause everybody (but especially the commanders) got a lot less exp :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 14, 2011, 12:42:05 PM
But it was possible. It only became "the wrong thing to do" years later when everyone was just XP Horeing. That was a direct effect of some additions to the game that came from session based games.


Title: Re: Planetside 2
Post by: DLRiley on July 14, 2011, 03:02:54 PM
The more you describe ps1 the more it sounds like the diku dps fights of global agenda, where engineer nest sit out in the open and medics heal for hours as they are flanked by several small ineffective firing squads hoping to get someone below 50% hp...needless to say my frothing hatred of global, compounded by a lot of other issues with the game, really peeked when every game around a central objective generally devolved into pathetic elite mob encounters. Now imagining that scenario in a hallway, two teams not bothering to aim at anything in particular just tossing dps in the general direction of the enemy as heals are sprayed into the air...yeah i'll pass.


Title: Re: Planetside 2
Post by: eldaec on July 14, 2011, 03:28:54 PM
Many of the problems people are talking about could be avoided entirely by never going inside.

I appreciate this implies the game design probably needed tweaking, but I always found there was plenty to be getting on with despite never significantly subjecting myself to the interior bullshit.


Title: Re: Planetside 2
Post by: Strazos on July 14, 2011, 04:18:23 PM
Dunno about you guys, but some of us on F13 had TONS of fun with PS1 for some time. Galaxy drops, Liberator fleet runs, back-capping, cloaking through a battle in the woods and stabbing people in the face, guarding towers with only a handful of folks, combined armor runs...

Shit was great for a time.


Title: Re: Planetside 2
Post by: DLRiley on July 14, 2011, 08:34:04 PM
But f13 finds the fun in SWG, has a dedicated EVE thread and cries fuzzy tears when tf2 releases more hats....


Title: Re: Planetside 2
Post by: Rasix on July 14, 2011, 08:52:02 PM
But f13 finds the fun in SWG, has a dedicated EVE thread and cries fuzzy tears when tf2 releases more hats....

We also have a WoW subforum with nearly 67000 posts.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Kitsune on July 14, 2011, 09:37:50 PM
My outfit never had any qualms about dropping in and going for the generator if a base was too heavily defended to make it to the CC.  It wasn't our default plan of attack, but we'd do what it took to take the base and if the zerg were being retarded that night one of the few things a single squad can do well without support is knock out the generator and hold the room for a few minutes.  Once the zerg managed to get over the walls and hold the courtyard, the momentum was often shifted enough that it didn't matter if the other side took us out and got the power back up.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 14, 2011, 10:25:08 PM
The more you describe ps1 the more it sounds like the diku dps fights of global agenda,

It was faster than GA by far. It was really not that alike.


Title: Re: Planetside 2
Post by: Amaron on July 14, 2011, 11:43:35 PM
EDIT: The 1% (http://www.rockpapershotgun.com/2008/09/05/planetside-the-1/)

666th Devil Dogs Planetside on Gamespot  (http://youtu.be/woqAJBGqppI)

That story makes me think yet again that with this sort of war game they need a way to win.   Have a server with a 2 month war or whatever where all the empirey persistent bits get wiped when someone wins and everyone starts over.


Title: Re: Planetside 2
Post by: stu on July 15, 2011, 05:26:41 PM
http://www.theonion.com/articles/call-of-duty-2-gamer-wonders-if-war-is-worth-dying,1876/

 :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 21, 2011, 09:26:24 AM
(http://img807.imageshack.us/img807/7531/tpblog2.jpg)

(http://img23.imageshack.us/img23/7203/tpblog1e.jpg)

EDIT: FIXED.

The game is also apparently available to preorder.

Inside Gaming (Video G...: IG Extended Coverage: PlanetSide 2  (http://youtu.be/-3kyb560Hao?hd=1)


Title: Re: Planetside 2
Post by: 01101010 on July 21, 2011, 09:27:44 AM
(http://www.planetside-universe.com/media/main/psnext/screenshots/tpblog1.jpg)

(http://www.planetside-universe.com/media/main/psnext/screenshots/tpblog2.jpg)

The game is also apparently available to preorder.

Inside Gaming (Video G...: IG Extended Coverage: PlanetSide 2  (http://youtu.be/-3kyb560Hao?hd=1)

Now you know better than to link anything on universe... shit never shows up. AND GOD DAMN IT WHY DID I HIT THE REPLY BUTTON. I HATE YOU...


Title: Re: Planetside 2
Post by: Malakili on July 21, 2011, 09:40:35 AM
That video sounds real good.


Title: Re: Planetside 2
Post by: Sky on July 21, 2011, 09:50:57 AM
Interviewer wasn't bad for a short interview. Let him skate on a few things, but the initial questions were decent.

A year and you won't max out a skill tree?  :oh_i_see: Sounds like time sink hell.


Title: Re: Planetside 2
Post by: Malakili on July 21, 2011, 10:00:33 AM
Interviewer wasn't bad for a short interview. Let him skate on a few things, but the initial questions were decent.

A year and you won't max out a skill tree?  :oh_i_see: Sounds like time sink hell.

My guess is that if you want to be the super bestest pilot ever, they want you to be able to just do that and still be able to make long term progress, but if you want to just be a decent enough pilot and then move on to other stuff, you can do that as well.  I think its a fine solution in principle.  Also, since its an FPS, player skill is going to matter quite a lot, so I don't think you'll feel like you *have* to max out on your rifles skill to be effective, a far more important skill to have will be actually aiming would be my guess.


Title: Re: Planetside 2
Post by: DLRiley on July 21, 2011, 10:22:28 AM
Really depends on how much damage the gun does relative to the health of a player.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 10, 2011, 12:05:03 PM
PlanetSide 2 Overview & Combat Preview ( Interview ) (http://www.g4tv.com/videos/54157/planetside-2-overview-combat-preview/)


Title: Re: Planetside 2
Post by: Lantyssa on August 10, 2011, 12:41:58 PM
Summary for the video-impaired?


Title: Re: Planetside 2
Post by: 01101010 on August 10, 2011, 12:49:32 PM
Summary for the video-impaired?

Blah blah blah... same speech that has been given about here is what PS2 will have and how it is going to be the next big thing. Nothing new here... see you in 2015.

But at least we got to see Smed, who is becoming larger by the interview.


Title: Re: Planetside 2
Post by: Slyfeind on August 11, 2011, 10:40:45 AM
The ambient track for Planetside started randomly going through my mind. Now I want to play this. Also...

But at least we got to see Smed, who is becoming larger by the interview.

http://www.youtube.com/watch?v=7YybHEfNzT0


Title: Re: Planetside 2
Post by: Sky on August 11, 2011, 11:21:10 AM
But at least we got to see Smed, who is becoming larger by the interview.
I struggled very hard not to make a "when did Smed move to Nar Shaddaa" joke...

At this point the hype is repetitive, not sure how close together the interviews have been. I'm interested in a PS2, but those interviews aren't doing anything to stoke that interest.


Title: Re: Planetside 2
Post by: shiznitz on August 12, 2011, 12:31:51 PM
Summary for the video-impaired?

Nothing new, just rationalizations for making it different in some significant ways.  That doesn't mean that difference is bad or good.  I will wait for the game to judge.

It has my money. No doubt about that.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 06:53:52 AM

Bolded the interesting parts.

Link. (http://www.fpsguru.com/game/284/features/120/Planetside-2-at-SyndCon.html)


Title: Re: Planetside 2
Post by: 01101010 on August 15, 2011, 07:00:47 AM
That reads like a development idea board... they have nothing but dreams for what they want the game to be like rather than what is actually working. I'll be shocked if this game actually makes it into the real world before I die of old age. They must be on tour to say the same shit to as many different conferences as they can throughout the year.

Damnit, why am I posting here again...  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 07:02:10 AM
I dunno, smedley keeps saying "sooner than you think". *Shrug*


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 15, 2011, 07:11:53 AM
The Syndicate? Those douchey no-skill carebears?

If they like PS2 it's probably a bad sign.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 07:14:32 AM
lol?


Title: Re: Planetside 2
Post by: Malakili on August 15, 2011, 07:15:25 AM
The Syndicate? Those douchey no-skill carebears?

If they like PS2 it's probably a bad sign.

You're the reason people hate PvP in MMOs.


Title: Re: Planetside 2
Post by: shiznitz on August 15, 2011, 07:21:31 AM
Thank God friendly fire is in.  I didn't think they would be stupid enough to remove that but one never knows...


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 07:22:00 AM
I <3 Grief system.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 15, 2011, 07:39:16 AM
Just sayin, PS2 is supposed to be a twitch action FPS game where stat power has minimal inpact (with persistent MMO elements to justify a recurring subscription), and The Syndicate is queen of the WoW/Trammel guilds.

Just seems odd Smedley is kissing their butts when they are probably the least likely candidates to play PS2 due to most of them tab-target RPG players who stick to WoW/trammel for a reason.


Title: Re: Planetside 2
Post by: Ghambit on August 15, 2011, 07:43:54 AM
I'm gonna echo the "development board" motif the interviews sound like.  Most of what Smed and the Boyz are excited about isnt even going to be in the release version...  it's gotta be patched in later.  Bad bad bad idea for an MMOFPS game that'll likely have a shelflife of 1 month tops, even if it's F2P.  1 planet, 1 continent??  Seriously??  Looks like that part of "the suck" of PS1 they're leavin in.

Volumetric clouds?  Day/night?  "oooooh, ahhhh"   :oh_i_see:
Do these people actually PLAY high-end tactical FPS's?    And they went to the Syndicate, which is an indicator right there who their target is.  'Cause if they'd went to a place like "TacticalGamer" they'd be laughed at.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 15, 2011, 08:19:52 AM
Well "the suck" of PS1 was its completely crap FPS mechanics, which resulted in its quick demise. Most of the people who have fond memories of PS1 seem to be RPG players who played it as their first FPS after seeing ads on the EQ forum or something, and didn't realize how shitty it was. The fact that the game was so poorly coded they couldn't even patch it properly was the final nail, but it was already doomed by its shit FPS mechanics compared to actually successful FPS games of the time.

PS2 needs to do a better job of its FPS mechanics, it has to be competitive with BF3. Not superior (which would be impossible), but close enough to warrant a look, otherwise the game would never even get off the ground. Once that base of a quality FPS is in place, patching in stuff like advanced weather cycles and intercontinental naval warfare is the MMO hook that justifies a recurring subscription.

So far they've been saying the right things, just weird they'd go to the Syndicate to talk it up since those carebears wouldn't play a FPS game without auto target and ding+1 were added.



Title: Re: Planetside 2
Post by: Engels on August 15, 2011, 09:07:23 AM
Well "the suck" of PS1 was its completely crap FPS mechanics, which resulted in its quick demise. Most of the people who have fond memories of PS1 seem to be RPG players who played it as their first FPS after seeing ads on the EQ forum or something, and didn't realize how shitty it was. The fact that the game was so poorly coded they couldn't even patch it properly was the final nail, but it was already doomed by its shit FPS mechanics compared to actually successful FPS games of the time.

You do realize that PS was not an FPS, it was an MMOFPS, and when doing hitbox mechanics for hundreds of players, its gonna fall a bit behind the curve, right? Also, at the time, the only comparable FPS was CS, and we all know what a lovely thing the hitboxes were there.

That said, I seriously recommend you keep visiting threads of games you don't like and referring to fans disparagingly. You'll be the belle of the ball in no time.



Title: Re: Planetside 2
Post by: UnSub on August 15, 2011, 09:12:58 AM
It astounds me that The Syndicate has not one, but two books about itself, modestly titled "Legend of the Syndicate" and "The Syndicate - Beyond the Legend".

I'm guessing Smedley promoed the game there because they use The Syndicate's services for guild testing, but that always raises the issue for me of what exactly The Syndicate tests and what the outcome is. Because if they tested, say, DCUO, then the are partly responsible for what was released.

QUICK EDIT: And how the hell is it 2011 and yet SOE is still promising features for a game as part of a barely defined long-term plan? "Some time in the future, we think" is a crappy release date.


Title: Re: Planetside 2
Post by: Malakili on August 15, 2011, 09:14:46 AM
Well "the suck" of PS1 was its completely crap FPS mechanics, which resulted in its quick demise. Most of the people who have fond memories of PS1 seem to be RPG players who played it as their first FPS after seeing ads on the EQ forum or something, and didn't realize how shitty it was. The fact that the game was so poorly coded they couldn't even patch it properly was the final nail, but it was already doomed by its shit FPS mechanics compared to actually successful FPS games of the time.

You do realize that PS was not an FPS, it was an MMOFPS, and when doing hitbox mechanics for hundreds of players, its gonna fall a bit behind the curve, right? Also, at the time, the only comparable FPS was CS, and we all know what a lovely thing the hitboxes were there.

That said, I seriously recommend you keep visiting threads of games you don't like and referring to fans disparagingly. You'll be the belle of the ball in no time.



He does have one good point though - if they don't get the gun play/feel/shooter mechanics down right, people aren't going to stick around because they can play with more people at a time.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 09:15:37 AM
I figured it was just that they have a relationship with them, and they are large. Testing is not really the same as doing focus groups. One they are looking for reproducible issues, the other is about opinion.

I don't think there is any MMO group that does not court them.


Title: Re: Planetside 2
Post by: UnSub on August 15, 2011, 09:18:03 AM
I figured it was just that they have a relationship with them, and they are large. Testing is not really the same as doing focus groups. One they are looking for reproducible issues, the other is about opinion.

I don't think there is any MMO group that does not court them.

QA and user testing are different things, I agree. The two often get lumped in together though. I'd suspect (based on no proof) that the Syndicate is more about user testing than pure QA.


Title: Re: Planetside 2
Post by: Ghambit on August 15, 2011, 09:45:51 AM
PS1 did not fail because of "FPS mechanics."  It failed because of the release of SWG and a treadmill-like macro. game.  i.e. 1 small map that rolled every hour practically.  The underground portion and big patches after that did nothing to bring back the numbers they originally had, only to shore up the hardcore vets that never left.  In a way though, the eventual userbase was perfect for the developed size of the game... which is why it lasted so long.  But, a good game that does not make.

My issue with a lot of the devnotes is that they're sucking eachother's dicks over basic fps "frosting" (ambience, weather, teh glowy powerarmour, etc.) rather than focusing on overall macro. level gameplay.  Y'know, stuff like blowing up an opposing faction's pilotable capital-ship during an interplanetary squad drop op designed to shore up R&D resources for an armor unlock provided by planet-x/continent-y/grid-squareA6.  THAT'S the kinda stuff I wanna hear about the game releasing with.  Instead they allude to how they may patch that in post-release.   :oh_i_see:

I think the reality is, if you took post-CU SWG and planetsided it... guess what?  You'd get a damned great game, even with the crappy graphics, hit-boxes, etc.
Matter of fact, yah that's what I woulda done with the SWG-emu and likely woulda had a much bigger playerbase than the pre-cu version, and bathed in the tears it'd generate.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 15, 2011, 10:23:30 AM
You do realize that PS was not an FPS, it was an MMOFPS, and when doing hitbox mechanics for hundreds of players, its gonna fall a bit behind the curve, right? Also, at the time, the only comparable FPS was CS, and we all know what a lovely thing the hitboxes were there.

That said, I seriously recommend you keep visiting threads of games you don't like and referring to fans disparagingly. You'll be the belle of the ball in no time.

So why did PS1 fail then?

I tried PS1 beta and didn't buy it on release cuz it was a joke of a FPS game. Shitty ass physics, 1 hitbox on the models, weird and extremely hacker/lag exploit vulnerable client side hit reporting, mediocre-poor map design, bland effects. Oh and the MMO part was borked too, they couldn't even do stuff like change world terrain in a patch.

Also it was competing not just with CS, but BF1942 was released 6 months before. I owned that game, and went back to it after PS1 beta. I wasn't going to buy PS1 AND pay a recurring subscription for a game completely inferior to BF1942 in every possible way.

Now PS2 is facing the same challenge and will be compared with another revolutionary Battlefield title. It's going to have to do A LOT better than PS1 in both the mechanics dept. and the MMO value content to be appealling. It's going to be respectable to BF3 mechanics wise to justify the purchase, and also offer really intruiging MMO macro aspects to justify the subscription along with quality updates.

BTW I diss PS1 cuz it deserves it, it was a bad game. I have nothing against the franchise itself or SOE and would gladly buy this game and play it to death if it's well done. I hope it's a smash success, because I am a big fan of these "combined arms" style FPS games.


Title: Re: Planetside 2
Post by: Sheepherder on August 15, 2011, 12:24:20 PM
QUICK EDIT: And how the hell is it 2011 and yet SOE is still promising features for a game as part of a barely defined long-term plan? "Some time in the future, we think" is a crappy release date.

The usual suspects?  Check.
A history of failure?  Check.
Very secretive alpha/beta testing?  Check.
Promise of a miracle patch?  Check.

I have no clue what you're talking about, to me it looks like on schedule and as planned. :oh_i_see:


Title: Re: Planetside 2
Post by: shiznitz on August 15, 2011, 12:28:14 PM
PS1 is not an FPS.  It is a squad-based tactical war game with an FPS perspective.  As has been mentioned many times, the expansion ruined the game adding more battle area while player count had peaked, thereby shrinking battle sizes.  The combat mechanic was just fine.  It let good FPS guys beat bad ones (like me) but at least I had a few seconds to shoot back and I could actually help in a squad setting by being a medic/hacker/driver as well as infantry.


Title: Re: Planetside 2
Post by: Sky on August 15, 2011, 12:35:51 PM
The expansion ruined the game by adding more battle area that totally fucking sucked and people loathed it. Which they remedied by making it mandatory for getting the big mech toys.

But really, the thing that killed PS was the utter lack of resources devoted to it post-launch, combined with shortcuts taken in programming it during development.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 12:38:34 PM
Stagnation killed PS1, so did the shortsightedness of the original development team.  SWG and Wow didn't help much.


Title: Re: Planetside 2
Post by: 01101010 on August 15, 2011, 12:40:46 PM
PS1 is not an FPS.  It is a squad-based tactical war game with an FPS perspective.  As has been mentioned many times, the expansion ruined the game adding more battle area while player count had peaked, thereby shrinking battle sizes.  The combat mechanic was just fine.  It let good FPS guys beat bad ones (like me) but at least I had a few seconds to shoot back and I could actually help in a squad setting by being a medic/hacker/driver as well as infantry.

Yes, but he is focusing on the one onion layer (the fps mechanics) only which I still think he is wrong about, but still...

This game is going to end up BF/COD with a Planetside skin because that is the way every believes the game should behave and it will fade off just as fast as the next installment of BF or COD come out because the new shiny on the new installment means PS2:MWFclonelol is now dated - regardless of it's persistence or scale.

It's the same argument we have with how games have to stand out from WoW and be innovative and then turn around and crucify it for not working or employing something tried and tested in WoW.


Title: Re: Planetside 2
Post by: Malakili on August 15, 2011, 12:55:33 PM
PS1 is not an FPS.  It is a squad-based tactical war game with an FPS perspective.  As has been mentioned many times, the expansion ruined the game adding more battle area while player count had peaked, thereby shrinking battle sizes.  The combat mechanic was just fine.  It let good FPS guys beat bad ones (like me) but at least I had a few seconds to shoot back and I could actually help in a squad setting by being a medic/hacker/driver as well as infantry.

You could make the same argument about World War 2 Online ( a game which I like a lot by the way), but most people would say the mechanics hold it back.  My point only being that no matter what you CALL it, people are going to want good gunplay and shooter mechanics, or they are going to leave, no matter what tactical or strategic elements they add.  If they are serious about the game out performing PS1, they need to make sure the core gameplay is snappy and fun.  That doesn't mean it needs to be CoD or even Battlefield, but its not something they can ignore.


Title: Re: Planetside 2
Post by: 01101010 on August 15, 2011, 01:15:47 PM
PS1 is not an FPS.  It is a squad-based tactical war game with an FPS perspective.  As has been mentioned many times, the expansion ruined the game adding more battle area while player count had peaked, thereby shrinking battle sizes.  The combat mechanic was just fine.  It let good FPS guys beat bad ones (like me) but at least I had a few seconds to shoot back and I could actually help in a squad setting by being a medic/hacker/driver as well as infantry.

You could make the same argument about World War 2 Online ( a game which I like a lot by the way), but most people would say the mechanics hold it back.  My point only being that no matter what you CALL it, people are going to want good gunplay and shooter mechanics, or they are going to leave, no matter what tactical or strategic elements they add.  If they are serious about the game out performing PS1, they need to make sure the core gameplay is snappy and fun.  That doesn't mean it needs to be CoD or even Battlefield, but its not something they can ignore.

Yes but that is EXACTLY what it means because the yard stick for snappy and fun is owned by the two or three shooters on the market. If you can't reproduce exactly what the going drug is on the market, you will be burned at the stake even if the game design warrants something different in style. Square pegs for round holes.


Title: Re: Planetside 2
Post by: shiznitz on August 15, 2011, 01:17:45 PM
I think PS1 has a good shooting mechanic: blooming reticle on movement and repetitive fire.  That is the most important "reality" check in a shooter in my mind.  I also thought the stamina mechanic was really good.


Title: Re: Planetside 2
Post by: Ghambit on August 15, 2011, 01:18:50 PM
A good example of this FPS argument is the success of 2142 vs. ARMA.  ARMA(2) is probably by far the greatest FPS ever made... if you're into simulation, yet 2142 still carried much higher numbers.  People who hang their hats on hitboxes, realism, etc. and then tout the Battefield series make me LoL.  It's an FPS arcade game, point blank.  Sooo, it really doesnt matter imo how much better PS2 may be to BF3 because if I wanted blatant FPS wtfpwnery I'd go play something else entirely.  What matters is the overall game.

To that end, PS2 needs to focus on being a semi-sandboxey tactical MMO.  Not an FPS.  It can be "snappy fun" and still achieve the former w/o worrying about hitboxes and headshots.


Title: Re: Planetside 2
Post by: Malakili on August 15, 2011, 01:34:53 PM

Yes but that is EXACTLY what it means because the yard stick for snappy and fun is owned by the two or three shooters on the market. If you can't reproduce exactly what the going drug is on the market, you will be burned at the stake even if the game design warrants something different in style. Square pegs for round holes.

Possible games from which Planetside could draw inspiration from good shooter mechanics that are not based on the current generation of twitch shooters ala CoD:

Tribes
Quake 3
Team Fortress
Global Agenda
Unreal Tournament
Day of Defeat: Source

THose are just off the top of my head games I can think of that had good shooter mechanics, and they all vary (widely in some cases) in how they work specifically. In fact, that is just the point - there isn't just one way to do slick/responsive shooting mechanics. 


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 01:36:52 PM
Planetside is of the tribes line of games. I would say GA, TF2, Tribes, Brink, ET:QW, Section 8 prejudice are of its style.

While BF, CoD, CS ( pick one ) are a different type.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 15, 2011, 01:47:57 PM
The point is, by any measure PS1 had laughably bad mechanics, amongst contemporaries and even predecessors. Seems like a strong aura of fanboism here that can't admit to this, or attempts to excuse it by potraying it as a fine wine the unwashed masses could not appreciate and instead went back to Battlefield to pew pew it up.

I really like the comparison to Arma2 vs Battlefield, PS1 is nowhere near as good as Arma2, nowhere near the depth of simulation or teamplay. That is apples & oranges because Arma2 is trying to be a sophisticated simulation (operation flashpoint, WW2OL), battlefield is trying to be a combined arms action FPS that's slightly slower and less twitchy than COD/CS/Quake. PS1 was trying to compete with BF1942 by being a sci-fi version with a bigass persistant world. Well it failed cuz it had crappier mechanics, crappier maps, bad physics, worse graphics, etc. Oh and wanted lots more money too for the priviledge of playing that worse game.

I


Title: Re: Planetside 2
Post by: Ghambit on August 15, 2011, 02:21:51 PM
Tbh I had more fun playing PS1 than I did playing 1942 as there was simply just more in the game overall. (shrug)  I ended up skipping over 1942 and did hardcore GhostRecon, JointOps, etc.  The caveat being I had a tactically devoted gaming community to pull it off.... y'know, the kinda guys that get pissed if you dont stay in formation, pick the right kit, etc.   1942 was just run around and take out your daily frustrations on people with superior twitch.  You could beat them with group tactics but that would just chase off the masses. Everyone else was basically just cannon fodder, and it was only fun when we had organized scrims with modded maps and total conversions (reality mods, etc.).  And if we were gonna go that far, we'd just use an entirely different platform anyways.



Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2011, 02:35:53 PM
I don't agree with much of what you have said. Planetside was nothing like battlefield 1942, even in intent, style or any other measurement. Planetside is a direct descendant of tribes ( look it up ).  For the time, and its scope, there was nothing wrong with its shooter mechanics, combined with land and air vehicles its NOTHING like the battlefield series. It also did not "fail", it was one of the first MMOFPS and is still running to this day.

Personally, I break down the different flavors like this:

Team based objective shooters.
GA, TF2, Tribes, Brink, ET:QW, Section 8 prejudice, Bf:Hero's, LFD, WW2OL, Even AA.

"Playing alone together" shooters:
BF, CoD, CS, Wolfenstein MP ETC..

Arcade arena style frag fests:
Doom, Quake, Unreal

One of the big differences for me, are TTK, team play, objective based. Two of those categories only really focus on kills, objectives are secondary to one, and the arcade style does not have any at all. The other places almost zero importance kills, and and focus very much on interdependence on others.

In a good number of ways, the most popular shooters follow the same issues and trend of MMO's, less and less dependence on others or team-play. Playing alone together.They cater to the soloist, where the others cater to or even require team-play and interdependence.

I do somewhat agree that the shooting Mechanic in PS was a bit loose, but that's mostly comes from is need of combined arms and its unique feature of triple digit combatants ( On 56k ) on foot, in the air, or driving on the ground, it is NOT CS or BF in that you can rambo the entire map as ling as you have initiative.

Planetside stabilized quickly to it average player base size due to stagnation, this also included the ability to provide updates to issues that came about and additions to it to expand or keep it fresh.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 18, 2011, 08:02:29 AM
New images:



Title: Re: Planetside 2
Post by: DLRiley on August 18, 2011, 02:35:30 PM
PS1 is not an FPS.  It is a squad-based tactical war game with an FPS perspective.  As has been mentioned many times, the expansion ruined the game adding more battle area while player count had peaked, thereby shrinking battle sizes.  The combat mechanic was just fine.  It let good FPS guys beat bad ones (like me) but at least I had a few seconds to shoot back and I could actually help in a squad setting by being a medic/hacker/driver as well as infantry.

You could make the same argument about World War 2 Online ( a game which I like a lot by the way), but most people would say the mechanics hold it back.  My point only being that no matter what you CALL it, people are going to want good gunplay and shooter mechanics, or they are going to leave, no matter what tactical or strategic elements they add.  If they are serious about the game out performing PS1, they need to make sure the core gameplay is snappy and fun.  That doesn't mean it needs to be CoD or even Battlefield, but its not something they can ignore.

Yes but that is EXACTLY what it means because the yard stick for snappy and fun is owned by the two or three shooters on the market. If you can't reproduce exactly what the going drug is on the market, you will be burned at the stake even if the game design warrants something different in style. Square pegs for round holes.

TF2 says hi.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 19, 2011, 07:30:16 AM
Yeah, TF2 is up there as another example of a game that has highly polished mechanics that PS2 will be compared to quality-wise, although it will be a bit older than the latest COD/BF which are being released this year.


Title: Re: Planetside 2
Post by: 01101010 on August 19, 2011, 07:42:41 AM
:facepalm:


Title: Re: Planetside 2
Post by: DLRiley on August 19, 2011, 09:13:42 AM
TF2 is the only first person shooter with no nads limited head shots, and 1 gun that shoots repeated rounds straight and is called one of the best first person shooters in our decade. A game with ubers and  shovels is one of the benchmarks we use to judge first person shooters! Either the guys at valve are gods or innovating the genre is possible. Hell its not about innovating its about making the genre your own something that ps1 didnt do and something ps2 will have to do otherwise it will get the same response the first one did "why am I not playing battlefield?"


Title: Re: Planetside 2
Post by: Sky on August 19, 2011, 09:45:18 AM
1. DICE didn't make a server browser for SOE.
2. I don't have to waste time looking for a server with people on it/decent ping. I just log in and go.
3. Anti-cheat and admins on full time staff, though I'll admit the dubiousness of their effect.

Just a couple off the top. Sure, it's got to be fun, but playing standard shooters is a pile of shit experience from a lobby standpoint. May not be a big deal to some, but if I have a half-hour to jump into a shooter, I don't want to waste half of it just looking for a server.


Title: Re: Planetside 2
Post by: DLRiley on August 19, 2011, 10:10:01 AM
Enter TF2-filters servers based on where friends are-enter game


Title: Re: Planetside 2
Post by: Sky on August 19, 2011, 12:14:11 PM
Oops, forgot who I was replying to. My bad.


Title: Re: Planetside 2
Post by: Furiously on August 19, 2011, 05:12:16 PM
I'm guessing planetside 2 will have hats.


Title: Re: Planetside 2
Post by: 01101010 on August 19, 2011, 06:36:57 PM
I'm guessing planetside 2 will have hats.

Well it is what seems to get the kids playing these days ...  Hell with everything else


Title: Re: Planetside 2
Post by: UnSub on August 19, 2011, 08:56:15 PM
The official F13 PS2 guild should be named Hat Country.


Title: Re: Planetside 2
Post by: Dtrain on August 23, 2011, 02:15:17 AM
The point is, by any measure IMO PS1 had laughably bad mechanics, amongst contemporaries and even predecessors.
FIFY

Some folks hated the "mushiness" of the client-side prediction, while the other aspects of the game may not have been enough to win them over. I don't consider those mechanics "laughably bad," especially for a shooter giving an unprecedented level of scale while still allowing access to users on dial-up.

That having been said, 8 years later, here in 2011 land, I do hope they restrict the thing to broadband access.


Title: Re: Planetside 2
Post by: DLRiley on August 23, 2011, 04:32:57 AM
First Person Shooter is a loaded term and comes with expectations, very very high ones. Generally if I am attracted to your game because I saw FPS first and MMO second, I expect a Good FPS and that is the general problem mmofps have in comparison to mmorpg. RPG is not a loaded term, some people expect zelda, others expect final fantasy (and we have divergence there) and even some expect pen and paper. MMorpg has always attracted the "mmo" audience looking for a virtual world, something most fps fans don't care about if it gets in the way of Good FPS. Planetside 1 wanted to stick passable fps features on a virtual world and got crickets.


Title: Re: Planetside 2
Post by: Slayerik on August 23, 2011, 06:18:33 AM
Strangely, crickets that still chirp pretty loud. Many of my online gaming buddies consider it our favorite time in ANY MMO. It's just after 6 months, even with running with an incredible outfit, the poor design wore on us. There wouldn't be as much excitement about this release if PS 1 didn't do a lot right.

It is honestly the only MMO I care about buying in the next year or two. I'm tired of MMORPGs...and too old with too little time. Ok, maybe GW2 if it is as good as we hope it is.


Title: Re: Planetside 2
Post by: Lantyssa on August 23, 2011, 06:43:21 AM
Strangely, crickets that still chirp pretty loud. Many of my online gaming buddies consider it our favorite time in ANY MMO. It's just after 6 months, even with running with an incredible outfit, the poor design wore on us. There wouldn't be as much excitement about this release if PS 1 didn't do a lot right.
It only takes one annoying cricket to keep you up at night...


Title: Re: Planetside 2
Post by: Malakili on August 23, 2011, 06:50:21 AM
First Person Shooter is a loaded term and comes with expectations, very very high ones. Generally if I am attracted to your game because I saw FPS first and MMO second, I expect a Good FPS and that is the general problem mmofps have in comparison to mmorpg. RPG is not a loaded term, some people expect zelda, others expect final fantasy (and we have divergence there) and even some expect pen and paper. MMorpg has always attracted the "mmo" audience looking for a virtual world, something most fps fans don't care about if it gets in the way of Good FPS. Planetside 1 wanted to stick passable fps features on a virtual world and got crickets.

Except that is exactly wrong.  The MMORPGs that have been decently popular have nuked the virtual world at every turn in favor of allowing people to have better "sessions," a word I use deliberately because we consider most popular FPS games to be "session based" shooters.  Virtual Worlds have never ever been very popular. 

The mechanics side of it is another issue altogether.  WoW has snappy responsive mechanics, and people like that.  We've talked about it on these boards a million times.  LOTRO, WAR, etc, didn't come close to matching WoW on this front.

At the end of the day, people want to log into a game and have fun. Whether its a virtual world that changed the thing they were planning on enjoying, or muddy combat mechanics doesn't particularly matter.  Very few people are going to sacrifice something they like (like being able to log in and play right away with no fuss, or smooth shooter mechanics) when other games on the market offer it.


Title: Re: Planetside 2
Post by: 01101010 on August 23, 2011, 07:02:58 AM
Strangely, crickets that still chirp pretty loud. Many of my online gaming buddies consider it our favorite time in ANY MMO. It's just after 6 months, even with running with an incredible outfit, the poor design wore on us. There wouldn't be as much excitement about this release if PS 1 didn't do a lot right.

It is honestly the only MMO I care about buying in the next year or two. I'm tired of MMORPGs...and too old with too little time. Ok, maybe GW2 if it is as good as we hope it is.

This is damn near identical to my own outlook...though I would also add in the fact that SOE all but mothballed any further development after that tragedy known as Aftershock. Some guys left our outfit early, but the core people, about 15 or so still logged in from beta till Aftershock and then it was a pretty drastic and immediate decline. Mechanics can be endured given the scope of the game, you may not like them but they come with the conditions of the game.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 24, 2011, 07:19:50 AM
They brought back the original music guy Don ferrone, two demo tracks were made with a selection of music bits like the main menu, the Vanu, and combat background.


New_Planetside_Demo1_donferrone.mov  (http://youtu.be/cx9Dd1X6LY8)

New Planetside_Demo2.mov  (http://youtu.be/srPNIPCc-JY)


Title: Re: Planetside 2
Post by: 01101010 on August 24, 2011, 08:03:27 AM
They brought back the original music guy Don ferrone, two demo tracks were made with a selection of music bits like the main menu, the Vanu, and combat background.


New_Planetside_Demo1_donferrone.mov  (http://youtu.be/cx9Dd1X6LY8)

New Planetside_Demo2.mov  (http://youtu.be/srPNIPCc-JY)

Never even was aware PS had music considering that is usually the first thing I kill when starting a new game. I think WoW is the only one that I left it on, and really only in Ashenvale  :heart:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 24, 2011, 08:14:05 AM
The music is rather iconic to me, I didn't turn it OFF, but I did turn it down.


Title: Re: Planetside 2
Post by: Slayerik on August 24, 2011, 09:13:16 AM
The music is rather iconic to me, I didn't turn it OFF, but I did turn it down.

I did the same.


Title: Re: Planetside 2
Post by: Ratman_tf on August 25, 2011, 05:50:39 PM
They brought back the original music guy Don ferrone, two demo tracks were made with a selection of music bits like the main menu, the Vanu, and combat background.


New_Planetside_Demo1_donferrone.mov  (http://youtu.be/cx9Dd1X6LY8)

New Planetside_Demo2.mov  (http://youtu.be/srPNIPCc-JY)

This pleases me greatly.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 26, 2011, 06:07:30 AM
But will their musical score be competitive with BF3 on a mechanical level?


Title: Re: Planetside 2
Post by: Mrbloodworth on August 26, 2011, 06:11:04 AM
lol.

I think the "opening/menu" theme is my fav so far. There are lots of great hints at the old tracks/sounds in it.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 30, 2011, 10:03:40 AM
PS1 Main Title Re-Orchestrated (http://youtu.be/pzTfuWFQiNk)

Travel Temperate Vocal Mix  (http://youtu.be/OQPKe4C4Wfc)


Title: Re: Planetside 2
Post by: Nonentity on September 08, 2011, 10:38:33 AM
http://www.planetside-universe.com/news-chinese-interview-with-john-smedley-2538.htm

Supposedly some interview with Smed from China indicates that the game will be free to play, with no idea of how they're going to microtransact their title yet.


Title: Re: Planetside 2
Post by: eldaec on September 08, 2011, 12:26:44 PM
Hats.


Title: Re: Planetside 2
Post by: Ghambit on September 08, 2011, 12:33:22 PM
http://www.planetside-universe.com/news-chinese-interview-with-john-smedley-2538.htm

Supposedly some interview with Smed from China indicates that the game will be free to play, with no idea of how they're going to microtransact their title yet.

Kind of insignificant considering they barely know how they're gonna make the game yet.


Title: Re: Planetside 2
Post by: eldaec on September 08, 2011, 02:19:05 PM
What are you talking about? They already decided it is a true sequel and successor to Planetside. Give the designers a break, sheesh.


Title: Re: Planetside 2
Post by: Speedy Cerviche on September 09, 2011, 07:20:54 AM
Man I really dislike F2P...

So what's it going to be? Buying XP points so you can unlock skills/certs faster than leveling? I though Planetside isn't supposed to have a huge XP grind anyways, so they can't sell many XP boosters like a lot of asian MMOs do.

With a subscription the devs are focused on making the game better overall to attract and retain subs. That includes stuff like adding and improving core game systems.

With a F2P system they'll be under constant pressure to keep adding new items and skills for players to buy, cuz that pays the bills. Also they'll be under pressure to make the new items and skills attractive to buy (not just superfluous gimmicks), which means juicing their power.

For a game that has already admitted a lot of depth systems (like dynamic weather) won't be in at release but they have an ambitious content patching schedule, the pressure to churn out new revenue generating items will be a distraction to the devs also.

They can deny this all they want, and claim it will all be fair, but there's always going to be a temptation to add must-have items to boost profits when all revenue flows through this, and the easiest way to make it must-have is to add +1 to it.


Title: Re: Planetside 2
Post by: 01101010 on September 09, 2011, 07:25:20 AM
Man I really dislike F2P...

So what's it going to be? Buying XP points so you can unlock skills/certs faster than leveling? I though Planetside isn't supposed to have a huge XP grind anyways, so they can't sell many XP boosters like a lot of asian MMOs do.

With a subscription the devs are focused on making the game better overall to attract and retain subs. That includes stuff like adding and improving core game systems.

With a F2P system they'll be under constant pressure to keep adding new items and skills for players to buy, cuz that pays the bills. Also they'll be under pressure to make the new items and skills attractive to buy (not just superfluous gimmicks), which means juicing their power.

For a game that has already admitted a lot of depth systems (like dynamic weather) won't be in at release but they have an ambitious content patching schedule, the pressure to churn out new revenue generating items will be a distraction to the devs also.

They can deny this all they want, and claim it will all be fair, but there's always going to be a temptation to add must-have items to boost profits when all revenue flows through this, and the easiest way to make it must-have is to add +1 to it.

They could always go the GW's model and release a crap load of expansions; one every 6-8 months with some new stuff.

But what we all cannot forget: This is SOE.


Title: Re: Planetside 2
Post by: shiznitz on September 09, 2011, 12:46:18 PM
I will be buying the best of everything and still suck! YAY!

I hope I can buy extra wheels for my buggy.  And I want a motorcycle.  And a hover board - with guns! And a hat with fuzzy ears.  And a gun shaped liked a dildo!


Title: Re: Planetside 2
Post by: Simond on September 09, 2011, 03:01:12 PM
Hats.
Of money?  :awesome_for_real:

Anyway, it's bloody amusing that ISTR that the number one complaint about Planetside-at-launch was "it's fun, but it's not $15/m fun" and now that the sequel is going F2P people are complaining about that, too.


Title: Re: Planetside 2
Post by: Surlyboi on September 09, 2011, 03:12:56 PM
Don't you know we can't have nice things?


Title: Re: Planetside 2
Post by: shiznitz on September 11, 2011, 07:48:06 AM
I think F2P will work fine. That means lots of fodder.  That keeps it fun.


Title: Re: Planetside 2
Post by: DLRiley on September 11, 2011, 09:01:57 PM
The fodder have to find the game fun to stay  :grin:


Title: Re: Planetside 2
Post by: shiznitz on September 12, 2011, 09:24:27 AM
There will be enough churn in the fodder to keep it busy for a good while. 


Title: Re: Planetside 2
Post by: tazelbain on September 12, 2011, 11:38:12 AM
That's niche thinking.


Title: Re: Planetside 2
Post by: Dren on September 12, 2011, 11:41:38 AM
F2P benefits:
- Always have the latest expansions and can play with friends anytime even if you waited to start 6 mo.s after launch. (Don't have to buy the last 2 expansions + game)
- Capped micro-trans to $14.99/mo allows you to pay for game if you feel you like it enough, but prevents deep pockets from dominating.  Don't want to pay?  Then you probably don't want to play either unless you are just that cheap.  Or maybe you are a masochist and play bad games just because they are free?
- Need to slow down your play due to RL or just waning interest?  No penalty in doing so.  
- Not sure about the game, need a demo?  Built-in!
- Loving the game and want the ingame fluff?  Buy it.  Don't love it?  Don't buy it.
- Population churn is a good thing in these games and there ain't no party like a F2P party cuz it don't stop...  Yeah, I went there.

All these F2P games that are out and coming out have really made me a fan.  The only downside is that you can't have your little niche game with a community that stays the same for years.  I've gotten over this and I tend to think game companies haven't found that a good business proposition in the long run either.

One thing to get ready for?  Launch day better have massive server power ready.  Feasibly the only way I can see them handling it is to stagger the launch in some way.


Title: Re: Planetside 2
Post by: HaemishM on September 12, 2011, 11:49:02 AM
It's SOE. I'm quite sure they'll be staggering at launch and for quite a while afterwards.  :why_so_serious:


Title: Re: Planetside 2
Post by: shiznitz on September 12, 2011, 02:54:18 PM
F  The only downside is that you can't have your little niche game with a community that stays the same for years.  I've gotten over this and I tend to think game companies haven't found that a good business proposition in the long run either.

That is exactly right.  No community is forever, especially on the internet, so as a developer you would be left with a slowly (if you are lucky) shrinking player base to which one is forced to tailor development towards which makes the game harder and harder for new players to enjoy.  The only way to survive is raise prices, which maintains profitability in the short term at the expense of speeding up the decline of your playerbase.


Title: Re: Planetside 2
Post by: Speedy Cerviche on September 13, 2011, 06:43:57 AM
Huh? These games can last a long time if well designed and maintained and a monthly subscription is a money machine.


Title: Re: Planetside 2
Post by: shiznitz on September 13, 2011, 07:14:08 AM
Huh? These games can last a long time if well designed and maintained and a monthly subscription is a money machine.

Wow, EQ1 in the numerator and dozens in the denominator.


Title: Re: Planetside 2
Post by: Dren on September 13, 2011, 09:26:56 AM
Huh? These games can last a long time if well designed and maintained and a monthly subscription is a money machine.

Wow, EQ1 in the numerator and dozens in the denominator.

Even WoW realized they needed to lower the hurdle to start for new players by offering free trial accounts.  Not as open ended as your more current F2P models, but has some of the benefits.  I don't know much about EQ1 these days, but I'm guessing they have something similar.


Title: Re: Planetside 2
Post by: UnSub on September 13, 2011, 06:37:13 PM
Huh? These games can last a long time if well designed and maintained and a monthly subscription is a money machine.

That was the case at one time, but I think that time has passed.


Title: Re: Planetside 2
Post by: DLRiley on September 14, 2011, 05:11:13 AM
Huh? These games can last a long time if well designed and maintained and a monthly subscription is a money machine.

That was the case at one time, but I think that time has passed.

Like 4 years ago.


Title: Re: Planetside 2
Post by: Speedy Cerviche on September 14, 2011, 07:43:57 AM
If I had confidence in my MMO's quality and appealling persistent elements I would go a sub model. Confident it can generate revenues through retention with solid MMO persistence like heavy guild bonds, and personal stakes too (houses, collections, business ventures). Seems like a better way to build a great MMO game than churning out +1 items, grind relief exp bonuses, and fats/ponies to meet revenue targets.

F2P is more suited for if your MMO flames out on poor design/execution and you need to try it as a desperation "chapter 11" maneuver to keep it from becoming an unappealing ghost town while you fix it, or your game is really just an arena game you couldn't charge a sub for, but you tack on a MMO shell and then add a F2P store to generate revenues (world of tanks). That or your MMO is just a skinner box for achievement addicts and you want a slice of this farmville marketshare. That's fine and all, but some people out there are still trying to build high quality, long term persistence MMO gameworlds that don't fit into one of those cheese catagories. Games like Archeage, SWTOR, or as Smedly talks it up, PS2 which would have sophisticated clan systems and resource economy.


Title: Re: Planetside 2
Post by: DLRiley on September 14, 2011, 09:58:26 AM
Speedy its like haven't been paying attention to the last 6 years of mmo's, your debate comes 4 years too late. F2P won, the neck beard sub players voted with there wallets and chose WoW, EvE, or more subs to crappy games made 8 years ago. If you wanted to win the debate pay for AoC, or WAR, or give Aion some western subs. Pretend Rift isn't a 2007 rendition of EQ2. But nope, you cancel your sub to all those games requiring "deep social networks" to function, some of you even went full UQ/SWG nostalgia and gave your dollars to darkfall and FE, only to quite them anyway (with darkfall making players pony up for DF2, and FE going to f2p while still circling the drain). The internet has spoken, mmo's aren't deep, we barely like playing them, and we sure as hell don't feel like paying for them. To every free-trail you played the crap out of and canceled after a month worth of play, I salute you.


Title: Re: Planetside 2
Post by: Speedy Cerviche on September 14, 2011, 10:31:39 AM
Games like DF and FE are going down the drain because they have massive problems as games. I know because I played DF for almost 2 years and gave up a few months ago to see if they can pull off this "DF2.0" jesus relaunch, those prospects not looking so good these days. Aeon, Rift, war, star trek, aoc were flops because they're buggy, low content, repetitive, shallow, unsatisfying.

Apparently making a quality MMO is HARD. Eve and WOW have done quite well with high quality work. SWTOR, Archage, PS2 will as well, if they can execute. There's no magic formula here, it's about execution. Satisying gamers with polish, engaging content, depth, quality customer service/communication, proper game balance, etc. All the things that make a game good. If this is what you set out to do and pull it off, you can be rewarded with a lot of money with subscriptions.

My point is that a cash shop F2P model is (STILL) a detraction from this high quality game, because quality and appeal won't be directly tied to your revenue stream like on a sub model. A quality game will get people in the door, but you will also need to sell them crap in your cash shop to pay the bills and satisfy your investors.

Now of course there are degrees of cash shop. There are shops that sell what are essentially subscriptions (5-90 day EXP boosters that alleviate the F2P aka trial mode's crushing grind). There are shops that sell novelty cosmetic items. They are a distraction that can turn people off or create controversy (wrecks immersion when things get too goofy like TF2, or the EvE 45$ monacle drama). Then there are the pay2win games selling +1 items in cash shops. The thing that worries people is the temptation to cross the line from novelty to cash grab. One bad quarter and suddenly the devs might be under pressure to boost earnings or see layoffs. What's the easier way to boost revenues? Coming out with a quality polished xpac/patch that adds depth and balance with new or improved game systems, thus attracting new and returning players? Or churn out a bunch of pay2win +1 weapons that become "essential" for any self respecting power gamer? Obviously the latter is easier, but it's the former that will make your game a decade long success like Eve or WoW, and if you can pull off the former then recurring subs will moot your need for f2p cash shop gimmicks.


Title: Re: Planetside 2
Post by: DLRiley on September 14, 2011, 11:33:20 AM
Are we talking about the same internet? EvE has been treating its customers like cows for years, WoW was just made with competence in a genre that was circling mediocrity in the tamer days of 2004. The game design that ruled the pent house of 2003, is the same game design being carried 8 years later, with more nostalgia and less dollars interested, more "fine tuning" less actual thinking. The fact that your willing to play DF for 2 years a game that offers nothing but open space and a chat box should tell me enough... In other words, F2P isn't winning because making a successful sub game is hard, its because its 2011 and every successful sub game looks more like ancient dinosaurs mowing on the neck beards of the hardcore who are going to be further milked anyway if the guys at EvE are any indication of your future (which hint they are).


Title: Re: Planetside 2
Post by: Speedy Cerviche on September 14, 2011, 12:53:12 PM
Are we talking about the same internet? EvE has been treating its customers like cows for years, WoW was just made with competence in a genre that was circling mediocrity in the tamer days of 2004. The game design that ruled the pent house of 2003, is the same game design being carried 8 years later, with more nostalgia and less dollars interested, more "fine tuning" less actual thinking. The fact that your willing to play DF for 2 years a game that offers nothing but open space and a chat box should tell me enough... In other words, F2P isn't winning because making a successful sub game is hard, its because its 2011 and every successful sub game looks more like ancient dinosaurs mowing on the neck beards of the hardcore who are going to be further milked anyway if the guys at EvE are any indication of your future (which hint they are).

Yeah EvE and WoW seem to have hit a plateau, they are still huge subscription cash machines from their initial success and multi year growth run up, and probably will be pumping out nice revenues for the next 5 years at least even if the devs stopped all updates today and milked it with a skeleton crew.

I know DF gets bashed a lot around here, but it still has the best physics in a MMO to date, and is the best manual aim one too. It's inability to grow steadily is due to developer incompetence. Anyways, we're talking about a genre where there is 5+ years of development for these games and even then there's no guarantee they'll come out decent at the end. How many quality MMOs have even been released these past few years that didn't flame out on launch? Painting them as dinosaurs just cuz they suck is a poor corrallation. To me 2012 seems like it could have some winners after some pretty lean years for MMO gaming.


Title: Re: Planetside 2
Post by: DLRiley on September 14, 2011, 01:06:02 PM
By 2003 standards, WAR and AoC would have been jizzing awesome. So would Aion. They were unfortunately released at the wrong time, several years too late. WoW was a 2004 game released in 2004. SWOTR doesn't sound like a game that left the 2004 era of EverQuest 2. Maybe its a 2007 game released in 2012...not an improvement, may get a barely passing because of BioWare and StarWars having a bastard child. Gamers never paid full price for old games, the internet is just catching up.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 19, 2011, 01:03:33 PM



Title: Re: Planetside 2
Post by: shiznitz on September 19, 2011, 02:39:19 PM
Manned, deployable turrets?  NICE.


Title: Re: Planetside 2
Post by: snowwy on September 19, 2011, 03:14:26 PM
XP-pinjatas  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on September 19, 2011, 03:43:20 PM
Manned, deployable turrets?  NICE.

XP-pinjatas  :awesome_for_real:

Had them in PS One.


Title: Re: Planetside 2
Post by: 01101010 on September 19, 2011, 06:21:32 PM
If you can deploy them inside, I'll shit my pants. Or hell, right in front of a base door.  :oh_i_see:


Title: Re: Planetside 2
Post by: Surlyboi on September 19, 2011, 07:19:01 PM
Probably gonna be wall mounted again.


Title: Re: Planetside 2
Post by: eldaec on September 19, 2011, 09:19:38 PM
By 2003 standards, WAR and AoC would have been jizzing awesome. So would Aion. They were unfortunately released at the wrong time, several years too late. WoW was a 2004 game released in 2004. SWOTR doesn't sound like a game that left the 2004 era of EverQuest 2. Maybe its a 2007 game released in 2012...not an improvement, may get a barely passing because of BioWare and StarWars having a bastard child. Gamers never paid full price for old games, the internet is just catching up.

WoW was nowhere near a 2004 game. Design was locked around 2001 and it showed. That is what gives swtor the confidence to keep the core mechanics relatively bland.


Title: Re: Planetside 2
Post by: shiznitz on September 20, 2011, 08:20:47 AM
Manned, deployable turrets?  NICE.

Had them in PS One.

Maybe I left before implementation.  The idea of placing a nice anti-air turret under some tree cover and then hopping in it is mouth watering.


Title: Re: Planetside 2
Post by: eldaec on September 20, 2011, 08:47:54 AM
Pretty sure he meant the turrets that were in game on day one.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 20, 2011, 08:49:14 AM
Pretty sure he meant the turrets that were in game on day one.

Nope, There are two, Wall turrets that have AI and can be manned, and The deploy able turrets for adv Combat engi.

Manned, deployable turrets?  NICE.

Had them in PS One.

Maybe I left before implementation.  The idea of placing a nice anti-air turret under some tree cover and then hopping in it is mouth watering.

PlanetSide - Advanced Engineering Update Video  (http://youtu.be/-QkNarDCZjw?hd=1)[HD] [/url]


Title: Re: Planetside 2
Post by: 01101010 on September 20, 2011, 10:16:30 AM
Manned, deployable turrets?  NICE.

Had them in PS One.

Maybe I left before implementation.  The idea of placing a nice anti-air turret under some tree cover and then hopping in it is mouth watering.

Skyguard ftw. I did this on many occasions. Hossin was the best for it and a few places on Amerish and Forseral.


Title: Re: Planetside 2
Post by: Ratman_tf on September 20, 2011, 06:11:21 PM

Those graphics are going to look jarringly ridiculous when a gun clips into a wall, or a rocket hits a tree, blows up, and the tree is unscathed.

Quote
     
  • Some sort of social networking hooks will be present.

Can I post pictures of my goldfish and have other Planetside players "like" them?


Title: Re: Planetside 2
Post by: Mrbloodworth on September 28, 2011, 06:34:55 AM
http://www.planetside2.com/news/article41.html


Some really fantastic stuff on this Dev blog.


Title: Re: Planetside 2
Post by: Slayerik on September 28, 2011, 07:30:06 AM
I'm cautiously optimistic, as I was before and will be right up to launch.



Title: Re: Planetside 2
Post by: Mrbloodworth on October 05, 2011, 09:00:44 AM
(http://img17.imageshack.us/img17/6271/1003111m.jpg)

(http://img832.imageshack.us/img832/2338/1003112j.jpg)

(http://img213.imageshack.us/img213/1941/1003113a.jpg)

(http://img851.imageshack.us/img851/9887/indarsunset.jpg)

(http://img249.imageshack.us/img249/1543/ps2screenshots0929112.jpg)

Coloring inside the lines: An interview with PlanetSide 2's Tramell Isaac (http://massively.joystiq.com/2011/09/30/coloring-inside-the-lines-an-interview-with-planetside-2s-tram/)

PlanetSide 2: Meet the Team
 (http://youtu.be/9FOsz7gHAvU?t=34s)


Quote
We won't be as fast as BFBC2. We'll land somewhere between there and current Planetside for TTK. The overall pacing is a lot more than just TTK, though. Travel speed, speed to get into battles, % of downtime, etc. We want all that stuff a lot faster than PS1.

There will still be lots of opportunity for slower paced, less hectic gameplay, but in general we're going for a faster paced feel. Now, that doesn't mean we're making it anything like MW or UT - those are games we like a lot, but it's not Planetside and it never will be.

We're building everything in this game from the ground up with the pacing in mind, so any assumptions based on PS1 mechanics (i.e. infiltrators are screwed in a faster paced game because they don't have armor!) don't fly.

Source (http://www.reddit.com/user/las0m)

Quote
Each empire has their own unique air fighter in PS2. The Reaver belongs to NC, the Mossy is TR. The VS have a new fighter that we're currently calling the Dyson, although that may change (and no, it's not powered by cyclone technology or a smarty-pants British accent).

Each has slightly different flight mechanics, strengths, weaknesses and capabilities which help to reinforce and round out the empire.

Each of these fighters will serve multiple roles depending on how the player loads out the vehicle, you can configure any of them to be more air-to-air orientated, air-to-ground orientated, etc. You'll be able to change out afterburners to get more speed, or armor to get more durability, countermeasures, radar dampening, etc. We're working on a lot of really cool gameplay here, I think you all will be stoked and I can't wait to share a bit more about them soon! =)



Title: Re: Planetside 2
Post by: eldaec on October 05, 2011, 09:32:12 AM
What he is saying is that TR is now the only acceptable race choice.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 05, 2011, 09:43:26 AM
wut?


Title: Re: Planetside 2
Post by: eldaec on October 05, 2011, 09:48:34 AM
The Mosquito is TR.

NO OTHER FACTORS MERIT CONSIDERATION


Title: Re: Planetside 2
Post by: Mrbloodworth on October 05, 2011, 09:59:19 AM
I found it odd too. But there seem to no longer be two crafts for two different roles. Each craft is modular and can be specd out for different roles. That sounds kinda cool.


Title: Re: Planetside 2
Post by: DLRiley on October 05, 2011, 10:05:11 AM
My only condition to play ps2 is to log in and shoot things. If I can do that for an hour and not waste all my ammo on a someones chest, I'll play and get my friends to play. The minute you can do the hocky pooky while i'm shooting you i'm uninstalling.


Title: Re: Planetside 2
Post by: 01101010 on October 05, 2011, 10:38:51 AM
They really need to rename the air vehicles then. Why the hell make it confusing by giving them the same names as PS1 but make each empire specific? Get creative with the naming and not just the screenshots.  :grin:

I think they are going to be taking the queue from how they designed the bfrs and assault buggies - which means the mossy is going to be the bullet sprayer, reaver is going to fire off slugs, and the dyson will, as always, shoot disco balls. Loadouts will be for AA, AI, and AV but server (wtf was I typing?) serve pretty much the same fashions. Mossy, lots of rockets, Reaver, sidewinders, Dyson, different color disco balls.

And seriously.... for a game that was going to "be out soon," you'd think they'd have some sorta gameplay vids out. All these screenshots are doing is pissing me off as cover art.


Title: Re: Planetside 2
Post by: Sky on October 05, 2011, 11:08:53 AM
My only condition to play ps2 is to log in and shoot things. If I can do that for an hour and not waste all my ammo on a someones chest, I'll play and get my friends to play. The minute you can do the hocky pooky while i'm shooting you i'm uninstalling.
I fucking love the hocky pooky. Often after doing so, I waste some ammo on a someone's chest. Much more polite than the face, I think.

Can't wait to see the crippled version of graphics they actually launch with, these screenshots are useless.


Title: Re: Planetside 2
Post by: shiznitz on October 06, 2011, 06:16:17 AM
This game will arrive at my house along with my new PC, I expect.  I like the modular approach.

NC forever!


Title: Re: Planetside 2
Post by: Mrbloodworth on October 06, 2011, 07:12:13 AM
This game will arrive at my house along with my new PC, I expect.  I like the modular approach.

NC forever!

Scum!

(http://www.planetside-idealab.com/images/TRbanner.jpg)



Title: Re: Planetside 2
Post by: Surlyboi on October 06, 2011, 08:00:43 AM
This game will arrive at my house along with my new PC, I expect.  I like the modular approach.

NC forever!

Scum!

(http://www.planetside-idealab.com/images/TRbanner.jpg)



Fascist.



Title: Re: Planetside 2
Post by: eldaec on October 06, 2011, 08:38:08 AM
This game will arrive at my house along with my new PC, I expect.  I like the modular approach.

NC forever!

Scum!

(http://www.planetside-idealab.com/images/TRbanner.jpg)



Fascist.




Hippy.


Title: Re: Planetside 2
Post by: kaid on October 07, 2011, 07:44:54 AM
They really need to rename the air vehicles then. Why the hell make it confusing by giving them the same names as PS1 but make each empire specific? Get creative with the naming and not just the screenshots.  :grin:

I think they are going to be taking the queue from how they designed the bfrs and assault buggies - which means the mossy is going to be the bullet sprayer, reaver is going to fire off slugs, and the dyson will, as always, shoot disco balls. Loadouts will be for AA, AI, and AV but server (wtf was I typing?) serve pretty much the same fashions. Mossy, lots of rockets, Reaver, sidewinders, Dyson, different color disco balls.

And seriously.... for a game that was going to "be out soon," you'd think they'd have some sorta gameplay vids out. All these screenshots are doing is pissing me off as cover art.


Well that whole be out soon was before they decided to change planetside 2 into using their new engine that will be powering planetside 2 and eq next. I am just hoping it comes out in 2012 at this point.


Title: Re: Planetside 2
Post by: Outlawedprod on October 30, 2011, 06:19:14 AM
the9.  Aren't these the guys who lost WoW in China?

http://www.mmoculture.com/2011/10/the9-expands-to-korea-with-planetside-2.html


Title: Re: Planetside 2
Post by: shiznitz on October 31, 2011, 01:21:19 PM
They are just a distributor.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 02, 2011, 09:40:06 AM
PlanetSide2: Terran Republic Character Turnarounds  (http://youtu.be/m53YvilkLwg?hd=1)

I love the new look.


Title: Re: Planetside 2
Post by: Cadaverine on November 02, 2011, 04:49:57 PM
PlanetSide2: Terran Republic Character Turnarounds  (http://youtu.be/m53YvilkLwg?hd=1)

I love the new look.

Looks nice.  Also good to see they're getting some extra mileage out of the SWG sound effects.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on November 03, 2011, 06:04:42 AM
Not that game companies don't buy the same sound banks across many titles. All I heard was old PS1 sounds ( like the one when the view changed ), it could also have been used in SWG.

Also new screenshots. I see some bases in the background, looks like a nod to the old style, just larger ( and higher rez ).



Title: Re: Planetside 2
Post by: Slayerik on November 11, 2011, 01:00:53 PM
http://www.youtube.com/watch?v=5pIHnMLfGwY&feature=channel_video_title

NC stuff. Bitch ass smurfs.


Title: Re: Planetside 2
Post by: Surlyboi on November 11, 2011, 01:23:27 PM
No, that's "Smurfs 4 Life, bitch"


Title: Re: Planetside 2
Post by: Ratman_tf on November 12, 2011, 06:35:34 AM
http://www.youtube.com/watch?v=5pIHnMLfGwY&feature=channel_video_title

NC stuff. Bitch ass smurfs.

*Hugs the Vanguard*

No! It's not like that!

*Gives it a kiss while no one's looking*


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2011, 11:49:24 AM
I have been stalking the Art developers Twitters.  :grin:


Timp assets, but customization is starting to be fleshed out.



Quote
@mhigby Matthew Higby
Dear #BF3, I'm not an expert in game design or nothin, but if all I can see is enemy's head and I get 3 hits, maybe one could be a headshot.



Title: Re: Planetside 2
Post by: Mrbloodworth on November 23, 2011, 09:48:25 PM
PlanetSide 2: Vanu Sovereignty Design Video (http://youtu.be/6XEtQR929LY?hd=1)


Title: Re: Planetside 2
Post by: Kitsune on November 25, 2011, 09:02:17 PM
Fucking finally they show some Vanu.  It's good to see that they're still by far the coolest faction.  Holy shit their fighter is  :heart: :heart: :heart: and the Magrider is still my beautiful baby.


Title: Re: Planetside 2
Post by: Surlyboi on November 26, 2011, 12:20:50 AM
Coolest? What?

Fucking Barneys.


Title: Re: Planetside 2
Post by: Kitsune on November 26, 2011, 01:20:02 AM
You keep telling yourself that while trying to get across the mined deathtrap bridge.  What's that?  Oh I'm sorry, I couldn't hear you from my FLYING TANK that just sailed over the river without even slowing down.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2011, 06:32:39 AM
lol


Title: Re: Planetside 2
Post by: Surlyboi on November 26, 2011, 07:33:51 AM
I ran out of space on my reaver for magrider kill signs. Now go back to your purple hovershits and your lasher spam, the grown ups are talking.


Title: Re: Planetside 2
Post by: Jimbo on November 26, 2011, 07:01:48 PM
I drove all three, the Prowler is still the best, even if we did have to have 3 people to man it.  The Vanguard was 2nd, and that damn Magrider was a way distant 3rd, since I had to re-learn how to drive it, and had to treat it basically like a light tank.


Title: Re: Planetside 2
Post by: Slayerik on November 27, 2011, 11:20:28 AM
I ran out of space on my reaver for magrider kill signs. Now go back to your purple hovershits and your lasher spam, the grown ups are talking.

I loved sniping reavers with the Magrider cannon. All it took was a driver that could keep it level while driving. So many dead, or retreating, reavers.

Try that with a Vanguard or Prowler.....


Title: Re: Planetside 2
Post by: Jimbo on November 27, 2011, 11:51:01 AM
Prowler crews were often under staffed, with only 2 people they couldn't man the 20mm cannon.  Both the NC and Vanu had it easier to make effective use of the tanks.  For a decent fire team we were always needing more players, the tank took 3 instead of 2, the pickup truck took 3 instead of 2, the Raider (troop transport) took 5 instead of 3, but I would find a lot of time we would ride into battle under crewed and pay for it big time.  Prowler crews could defend against air attacks if we had enough people...then again that was always the problem with pick up TR crews.


Title: Re: Planetside 2
Post by: shiznitz on November 27, 2011, 05:38:56 PM
The problem was the TR was filled with solo MCG fanbouys who wouldn't get in the tank.  If the NC had the Prowler, it would have filled more easily.


Title: Re: Planetside 2
Post by: Kitsune on November 27, 2011, 07:48:22 PM
The Magrider and Thresher were the two best land vehicles, hands down.  With experienced drivers both of them were nigh untouchable by heavy weapons and their guns were accurate enough to let even mediocre gunners perform okay.  My roommate once pinned down an entire NC tower in just one Thresher.  After trying and failing to break out for about half an hour, they eventually bailed when the Vanu took the base.


Title: Re: Planetside 2
Post by: Slayerik on November 27, 2011, 08:03:25 PM
I miss strafing through woods and escaping massive firepower with a sliver of armor left. A good run was when you ran out of repair juice/ammo :) We had a column of badass mag drivers along with voice comms and the ability to call in air strikes was a pretty awesome feeling. Something to be said for organized raids in that game, was a shit ton of fun. Hope some of the Vanu guys around here might be down to join my old outfit...


Title: Re: Planetside 2
Post by: 01101010 on November 28, 2011, 04:47:55 AM
Nothing topped the magrider pre-mowing nerf on an infantry assault. Hands down, the best battle field sweeper vehicle. And this is coming from a TR. Of course, I was a TR cloaker back then, with a tank driver cert. Oh the hilarity of jacking vehicles.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2011, 06:42:28 AM
Me and my friends were marauder junkies. We got really good at taking out BFR's and other tanks. As well as decimating lines of troops. The lightning "wolf pack" was also really effective.

I miss strafing through woods and escaping massive firepower with a sliver of armor left. A good run was when you ran out of repair juice/ammo :)

Affirmative.

Sadly, I have a felling this wont happen anymore under the new damage models. We shall see though.


Title: Re: Planetside 2
Post by: Slayerik on November 28, 2011, 07:16:58 AM
Ah, lightning raids.... We had twenty some guys in Lightnings and it was fun as hell, cept a lot of guys weren't that good in them and we got picked apart. My favorite was getting on a hill and lobbing death on defenders walkways. If you switched to 3rd person, you could do it without giving line of site for the striker fags (though phoenix fags would get you).


Title: Re: Planetside 2
Post by: 01101010 on November 28, 2011, 08:24:45 AM
Ah, lightning raids.... We had twenty some guys in Lightnings and it was fun as hell, cept a lot of guys weren't that good in them and we got picked apart. My favorite was getting on a hill and lobbing death on defenders walkways. If you switched to 3rd person, you could do it without giving line of site for the striker fags (though phoenix fags would get you).

I started fucking around with boomers late in my cloaking career... (like month 2)

I loved finding a lightning lobbing courtyards.  :drill:


Title: Re: Planetside 2
Post by: damijin on November 28, 2011, 09:24:19 AM
New MAX units look crazy. The NC one looks kinda bulky and unattractive to me though, but Vanu looks insane.

Vanu MAX Concept Art (http://www.blogcdn.com/massively.joystiq.com/media/2011/07/vsmax.jpg)

Bunch of screenshots on the gallery from that Massively interview. (http://massively.joystiq.com/screenshots/planetside-2/4626641/#/34)


Title: Re: Planetside 2
Post by: Simond on November 28, 2011, 01:08:32 PM
The NC one looks like someone strapped a bunch of armour plate and guns into an Aliens-style industrial loader. Which, to be fair, is probably the point.
Vanu looks like Guyver in the style of Evangelion Unit-01 (or vice-versa) which, again, is probably what they were aiming for.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Surlyboi on November 29, 2011, 04:05:46 AM
Ah, lightning raids.... We had twenty some guys in Lightnings and it was fun as hell, cept a lot of guys weren't that good in them and we got picked apart. My favorite was getting on a hill and lobbing death on defenders walkways. If you switched to 3rd person, you could do it without giving line of site for the striker fags (though phoenix fags would get you).

Yeah, I was one of those phoenix fags. I spent weeks practicing with those goddamn things so I could shoot people around corners and behind barriers. Rexo with sniper rifle and phoenix was one of my favorite load outs.

Edit: Holy shit, those reavers look badass.


Title: Re: Planetside 2
Post by: kaid on November 29, 2011, 07:51:36 AM
The Magrider and Thresher were the two best land vehicles, hands down.  With experienced drivers both of them were nigh untouchable by heavy weapons and their guns were accurate enough to let even mediocre gunners perform okay.  My roommate once pinned down an entire NC tower in just one Thresher.  After trying and failing to break out for about half an hour, they eventually bailed when the Vanu took the base.

The magrider main gun was hilarious in the hands of a good gunner. Me and my friend would often do tank runs both of us had all the driving skills and combat engineering so we would alternate driver/gunner positions. The magrider main gun was amazingly a good anti aircraft weapon. It did not have a ton of elevation but if you were coming into a fight I often sniped 2 or 3 planes on the way in. It had almost no drop and VERY fast shot speed made plinking mossies and reavers pretty easy. With a driver good at strafing the magrider was incredibly hard to hit by the weapons needed to take one out and you could retreat full speed across water where few other forces could follow.


Title: Re: Planetside 2
Post by: shiznitz on November 29, 2011, 08:57:38 AM
But the single best kill in PS was a Magrider fleeing across the water. Watched a few of those.  It didn't happen often but the Teamspeak channel always filled with cheers when it did.


Title: Re: Planetside 2
Post by: Slayerik on November 30, 2011, 11:38:37 AM
The Magrider and Thresher were the two best land vehicles, hands down.  With experienced drivers both of them were nigh untouchable by heavy weapons and their guns were accurate enough to let even mediocre gunners perform okay.  My roommate once pinned down an entire NC tower in just one Thresher.  After trying and failing to break out for about half an hour, they eventually bailed when the Vanu took the base.

 With a driver good at strafing the magrider was incredibly hard to hit by the weapons needed to take one out and you could retreat full speed across water where few other forces could follow.

It was actually slightly slower on water, IIRC. Sometimes it was a deathtrap when too many reavers were swarming. Better to strafe through the woods.


Title: Re: Planetside 2
Post by: 01101010 on November 30, 2011, 11:57:28 AM
The Magrider and Thresher were the two best land vehicles, hands down.  With experienced drivers both of them were nigh untouchable by heavy weapons and their guns were accurate enough to let even mediocre gunners perform okay.  My roommate once pinned down an entire NC tower in just one Thresher.  After trying and failing to break out for about half an hour, they eventually bailed when the Vanu took the base.

 With a driver good at strafing the magrider was incredibly hard to hit by the weapons needed to take one out and you could retreat full speed across water where few other forces could follow.

It was actually slightly slower on water, IIRC. Sometimes it was a deathtrap when too many reavers were swarming. Better to strafe through the woods.

Just not near a tower or a base. Once I recerted out of the nekkid suit, I ran a minelayer loadout and putting them in a heavy tree area was a guaranteed few vehicle kills. Bonus points if I was on the other side of the continent.  :drill:

And yes, all vanu vehicles slowed on the water, but they were still strafing bastards.


Title: Re: Planetside 2
Post by: Slayerik on November 30, 2011, 12:42:45 PM
The real baller mag drivers (me) knew how to use hills and strafe along the the far side of them, giving almost no target for air or land vehicles. I remember watching Vanguard explosions all around, reaver hell raining down, and me smoking a cig telling the gunner "No prob I got this." This was all true until you fucked up, or you ran out of cover.....

I want to resub....UGH. Give us a free re-trial !!!


Title: Re: Planetside 2
Post by: 01101010 on November 30, 2011, 12:52:05 PM
The real baller mag drivers (me) knew how to use hills and strafe along the the far side of them, giving almost no target for air or land vehicles. I remember watching Vanguard explosions all around, reaver hell raining down, and me smoking a cig telling the gunner "No prob I got this." This was all true until you fucked up, or you ran out of cover.....

I want to resub....UGH. Give us a free re-trial !!!

Just say no. It's like going back to the fraternity house for me. The walls and floors are about the only things that are still there. Time to move on.


Title: Re: Planetside 2
Post by: Brennik on December 21, 2011, 11:49:38 PM
Beta signup is open.


Title: Re: Planetside 2
Post by: Slayerik on December 22, 2011, 07:56:17 AM
http://www.planetside2.com/


Title: Re: Planetside 2
Post by: Engels on December 22, 2011, 08:01:25 AM
Done and done. Thanks for the heads up.


Title: Re: Planetside 2
Post by: Yoru on December 22, 2011, 08:10:00 AM
I haven't signed up for an MMO beta in 4 years.

I just signed up for this one.


Title: Re: Planetside 2
Post by: HaemishM on December 22, 2011, 08:59:17 AM
Signed up.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 22, 2011, 09:18:53 AM
*Squee*


Title: Re: Planetside 2
Post by: Speedy Cerviche on December 22, 2011, 10:06:28 AM
I haven't signed up for an MMO beta in 4 years.

I just signed up for this one.

Heh yeah, this is the first beta since Shadowbane that I have signed up for.


Title: Re: Planetside 2
Post by: WayAbvPar on December 22, 2011, 11:37:08 AM
I haven't signed up for an MMO beta in 4 years.

I just signed up for this one.

Heh yeah, this is the first beta since Shadowbane that I have signed up for.

So it will be your fault when PS2.exe kills the game!

e- so I signed up and see I have 100 Station bucks or whatever. What is that worth?


Title: Re: Planetside 2
Post by: Lantyssa on December 22, 2011, 01:45:00 PM
A dollar.


Title: Re: Planetside 2
Post by: Stormwaltz on January 05, 2012, 10:18:51 AM
Bits of ingame footage. It looks surprisingly pretty. At least with only a handful of combatants on screen.

http://www.youtube.com/watch?feature=player_embedded&v=rUeRQSRMiFc


Title: Re: Planetside 2
Post by: Engels on January 05, 2012, 10:52:22 AM
Any idea on who this secondary company, the9, is? What's their involvement?


Title: Re: Planetside 2
Post by: Mrbloodworth on January 05, 2012, 11:14:43 AM
Chinese distributor I believe.


EDIT: That looks...Very Battlefield like......


Title: Re: Planetside 2
Post by: HaemishM on January 05, 2012, 11:51:06 AM
PRETTY.


Title: Re: Planetside 2
Post by: shiznitz on January 05, 2012, 12:30:19 PM
The machine gun shots looked more precise than the old accuracy model.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 05, 2012, 12:31:09 PM
Yeah engine looking solid, probably still not as sophisticated as BF3 but looks to be competitive enough to not be a weak point. So now the key will be the depth of MMO features, like outfit depth, and the sophistication of the resource-economy and its impact on strategic logistics, or even intra-faction trade. So far haven't seen much in way of details on this kind of stuff.


Title: Re: Planetside 2
Post by: Sheepherder on January 05, 2012, 11:17:53 PM
Any idea on who this secondary company, the9, is? What's their involvement?

They used to run World of Warcraft in China.


Title: Re: Planetside 2
Post by: 01101010 on January 06, 2012, 03:56:30 AM
I am now filled with dread.


Title: Re: Planetside 2
Post by: shiznitz on January 06, 2012, 10:48:08 AM
Based on the video or the9 partnership?  I imagine the latter since that worries me too.  I have a hard time picturing Chinese gamers as anything but Vanu, though.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 06, 2012, 10:51:10 AM
I believe they also ran the Chinese version of Planetside.


Title: Re: Planetside 2
Post by: 01101010 on January 06, 2012, 11:07:59 AM
Based on the video or the9 partnership?  I imagine the latter since that worries me too.  I have a hard time picturing Chinese gamers as anything but Vanu, though.

All of it.


Title: Re: Planetside 2
Post by: Venkman on January 06, 2012, 01:28:29 PM
Ya know, for awhile (and somewhere way earleir in this thread), I've been really curious why this brand had enough cache to be worth receiving a facelift. But it finally occured to me that nine years later, this game still stands as unique. With the right business model, better graphics and not needing to work on 56kbps modems, it'll be fun to screw around in it again. It won't dethrone MW anymore than it did Halo back then. But SOE seems smart enough at this point to manage their own expectations there, and plan appropriately.


Title: Re: Planetside 2
Post by: shiznitz on January 08, 2012, 12:26:58 PM
Games that people can flow into and out of easily should have some viability.  Planetisde 2 just shouldn't get carried away on expansions.  In fact, there should be none.  Update the game for everyone.


Title: Re: Planetside 2
Post by: Malakili on January 08, 2012, 03:29:54 PM
Games that people can flow into and out of easily should have some viability.  Planetisde 2 just shouldn't get carried away on expansions.  In fact, there should be none.  Update the game for everyone.

Given that is seems likely that it will be free to play (maybe this is even confirmed?) I doubt there will be anything like an expansion.


Title: Re: Planetside 2
Post by: UnSub on January 08, 2012, 05:00:34 PM
There will likely be content gated behind a paywall though. SOE's DCUO has had extra areas added that you have to buy to unlock (i.e. $10 for the Lightning Strikes DLC) if you aren't on the sub option.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 08, 2012, 05:05:11 PM
P2P or Sub. I believe is the options.


Title: Re: Planetside 2
Post by: Gets on January 08, 2012, 05:36:24 PM
Death to all DLC.


Title: Re: Planetside 2
Post by: shiznitz on January 08, 2012, 06:42:24 PM
P2P or Sub. I believe is the options.

I will sub to start and see what happens from there, I imagine.  I need all the help I can get in FPSes.


Title: Re: Planetside 2
Post by: Slayerik on January 08, 2012, 08:58:31 PM
I will sub cause it's fuckin' Planetside 2. Haven't been at all excited about an MMO in a long damn time. I'm sure I'll be let down.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 09, 2012, 07:49:36 AM
Games that people can flow into and out of easily should have some viability.  Planetisde 2 just shouldn't get carried away on expansions.  In fact, there should be none.  Update the game for everyone.

One of the major problems of the original was that they had to make expansions to add/change terrain, cuz the game was poorly designed and they couldn't easily alter the original map terrain.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 09, 2012, 08:31:53 AM
Not without downloading the entire map again. No. I would also not necessarily say it was badly designed. The inability to alter maps was directly tied to collision. Its more a sign of the times. You can't really compare Planetside world development to a typical MMORPG world development. The collisions are vastly different, and one is way more forgiving where the other simply can't be. IE: A signpost in an RPG can simply have a big box around it, in a FPS, you have to be lots tighter with it, or use the Polysoup. Depends on the items. But as I recall, PS1 maps were compiled to create the collision, as opposed to each item having its own ( Hence moving one things, triggerd clients to redownload ALL of it. (With exception to dynamically placed items, like CE, or BFR Sheds ). Perhaps with the forge light, and 5 years later, this has been solved to an acceptable level. Not to mention, PS1 Front loaded ALL assets into mem ( Hence heavy reuse of textures in new items, or "Variants" ), PS2 appears to have dynamic loading, something way to costly to do years ago on this scale.


Title: Re: Planetside 2
Post by: shiznitz on January 09, 2012, 08:38:56 AM
I just hope the non-FPS combat roles have as much tactical impact as they did in PS.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 12, 2012, 09:28:23 AM
Quote
Nanite Systems was once a small company with a singular focus on Nanotechnology.  With advances in technology allowing their nanites to do everything from mining to manufacturing Nanite Systems has become the single largest of Auraxis’ civilian corporations.  Rather than siding with any one of the three empires battling for control of the planet, Nanite Systems provides services, weapons and vehicles to each equally.  Well built and utilitarian, the Nanite Systems common pool vehicles are utilized in a variety of battlefield situations: the Sunderer and Galaxy are the primary supply and transport vehicles used by each empire, dedicated combat vehicles like the Lightning and Liberator gunship help round out the empire’s military forces and the Quad provides a fast transport and strike craft.

(http://www-cdn.planetside2.com/uploads/dcsclient/000/000/001/181.jpg?v=106.4)


Quad

For soldiers looking to get from point A to point B rapidly, the Quad fits the bill.  It has the highest top speed of any ground vehicle and is easy to acquire.  The only downside is that it is not very tough, relying on its amazing speed and agility as its defense.  In a battlefield where men cannot permanently die, military commanders have seen value in the quad as a flanking vehicle and have created options for several front mounted weapons.

(http://www-cdn.planetside2.com/uploads/dcsclient/000/000/001/182.jpg?v=106.4)


Title: Re: Planetside 2
Post by: kaid on January 12, 2012, 10:31:10 AM
Ya know, for awhile (and somewhere way earleir in this thread), I've been really curious why this brand had enough cache to be worth receiving a facelift. But it finally occured to me that nine years later, this game still stands as unique. With the right business model, better graphics and not needing to work on 56kbps modems, it'll be fun to screw around in it again. It won't dethrone MW anymore than it did Halo back then. But SOE seems smart enough at this point to manage their own expectations there, and plan appropriately.

One thing about planetside 1 even today was the sheer scope of the fights. As more and more fps games move to consoles you are seeing more 8v8 or 12v12 fights. I find those to be to small I enjoy epic fights with lots of crazy stuff going on. The big three way mosh fests in planetside were simply incredible and nobody else has even tried for this kind of scale of battle.


Title: Re: Planetside 2
Post by: shiznitz on January 12, 2012, 10:50:25 AM
The best part of PS was when a wave of enemy or friendly armor would swoop in on you, temporarily or permanently routing the routing the other side.  It was fun to be either driving the armor or following it to victory.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 12, 2012, 12:19:30 PM
Or smashing it with a full manned gunship.

 :grin:


Title: Re: Planetside 2
Post by: Tearofsoul on January 12, 2012, 12:34:44 PM
Or smashing it with a full manned gunship.

 :grin:

Gunship was so overpower...  :uhrr:


Title: Re: Planetside 2
Post by: Mrbloodworth on January 12, 2012, 12:36:21 PM
And two circling a base was glorious. OP? If you hard problems with the flying brick, your fault!


Title: Re: Planetside 2
Post by: shiznitz on January 12, 2012, 12:55:36 PM
It would be hard to balance, but I always thought it was nuts to have to land to repair aircraft. I mean, shooting nano particles into a machine should be possible from inside the machine while it is moving.  Maybe deactivate offensive systems while repairs happen.


Title: Re: Planetside 2
Post by: Kitsune on January 12, 2012, 01:03:18 PM
All it ever took in Planetside to turn the tide of battle was ten guys.  If you could just get ten guys on the ball and hit a base with ten Reavers, five tanks, or three Liberators, or just drop eight REXOs and a couple MAXes on the generator, you could significantly impact events.  A zerg's disorganized numbers tended to fold without putting up much of a struggle if three bombers were simultaneously carpeting the courtyard and walls, and rarely did enough random players guard the CC and generators to stand up against ten guys suddenly busting through the door.  An organized squad more or less required another oragnized squad to resist it, which is something I always liked about the game.  Fifty random idiots spraying guns everywhere were not effective against coordinated groups.


Title: Re: Planetside 2
Post by: 01101010 on January 12, 2012, 01:31:52 PM
All it ever took in Planetside to turn the tide of battle was ten guys.  If you could just get ten guys on the ball and hit a base with ten Reavers, five tanks, or three Liberators, or just drop eight REXOs and a couple MAXes on the generator, you could significantly impact events.  A zerg's disorganized numbers tended to fold without putting up much of a struggle if three bombers were simultaneously carpeting the courtyard and walls, and rarely did enough random players guard the CC and generators to stand up against ten guys suddenly busting through the door.  An organized squad more or less required another oragnized squad to resist it, which is something I always liked about the game.  Fifty random idiots spraying guns everywhere were not effective against coordinated groups.

Or one cloaker in an enemy spawn room with a Pounder MAX cert and Adv Hacking. God I do miss those days...


Title: Re: Planetside 2
Post by: shiznitz on January 13, 2012, 06:51:31 AM
I never had the patience for cloaking.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 13, 2012, 02:16:41 PM


Title: Re: Planetside 2
Post by: Kitsune on January 13, 2012, 02:43:27 PM
What am I looking at, the new Liberator?


Title: Re: Planetside 2
Post by: Mrbloodworth on January 13, 2012, 02:45:44 PM
Yes'r


Title: Re: Planetside 2
Post by: Surlyboi on January 14, 2012, 07:46:04 AM
Ah, I used to love Libbys.


Title: Re: Planetside 2
Post by: Lantyssa on January 14, 2012, 08:46:10 AM
I know it's difficult, but could we maybe start using [img width=1024] on all these massive pictures or something so it's actually viewable within a forum window?  The full-rez pic is still there if you want to -> view as.


Title: Re: Planetside 2
Post by: Engels on January 14, 2012, 10:39:33 AM
srsly


Title: Re: Planetside 2
Post by: Mrbloodworth on January 14, 2012, 02:29:45 PM
Fixed.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 26, 2012, 12:40:12 PM
Tons of images from Various sources.



Title: Re: Planetside 2
Post by: shiznitz on January 26, 2012, 01:10:53 PM
Just because no PS thread suffers from too much faction smack talk:

Die Vanu Scum!  Long Live the New Conglomerate!


Title: Re: Planetside 2
Post by: Slayerik on January 26, 2012, 04:11:20 PM
Those pics gave a a half chub. Please only fuck this up as much as the original...cause I played that for a solid 6 months-year. I'd be happy with that.


Title: Re: Planetside 2
Post by: Ghambit on January 27, 2012, 11:58:49 AM
From the latest community Q&A webcast:
Quote
Vehicles will have Performance, Armor and Utility slots that are customizable.
Vehicles will also have customization slots for visual changes, hood ornaments, camo, racing stripes etc.
Lightning will be best AA Vehicle at launch
Can be modified as a tank killer
Won't be screenshots for a bit. Will be very similar to Lightning as is.
Sunderer will have 4X the armor of Tanks
Liberator will be similar to AC130, guns will shoot downward so even though there won't be bombs it will be similar.
3 Seats in Lib, Pilot, Gunner, Tailgunner
Galaxy Weapons can be changed out. Possibly ground effect weapons.
Galaxy will not have a cloak bubble.
Guns can be used while it is deployed in the AMS role.
Guns do not change location on Galaxy when be deployed (yet) but can or may be moved.
Lodestar won't be returning.

Full webcast here:
http://youtu.be/mSuiL4kv3OM



Title: Re: Planetside 2
Post by: shiznitz on January 27, 2012, 12:15:49 PM
Steady as she goes.  I am fine with all of that.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 27, 2012, 01:59:46 PM
I Disagree with what they said about the AMS. Also, the face that the designer did not know what a spitfire was, made me sad.


Title: Re: Planetside 2
Post by: 01101010 on January 27, 2012, 02:04:19 PM
I Disagree with what they said about the AMS. Also, the face that the designer did not know what a spitfire was, made me sad.

What the fuck are they doing giving the Gal AMS capabilities for in the first place? A flying mobile spawn point? ugh.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 28, 2012, 10:00:38 AM
Why not?


Title: Re: Planetside 2
Post by: Venkman on January 28, 2012, 10:10:12 AM
Looks freakin' awesome. Don't really have an opinion about the nuancy changes. It's been 7 years at least since I last played it, barely remember much of how things worked. But if I did have one request, it would be for splash damage to make sense.


Title: Re: Planetside 2
Post by: shiznitz on January 29, 2012, 12:50:04 PM
I Disagree with what they said about the AMS. Also, the face that the designer did not know what a spitfire was, made me sad.

What the fuck are they doing giving the Gal AMS capabilities for in the first place? A flying mobile spawn point? ugh.

If it does not have an invis bubble, I think that is fair.  I like the idea of landing and being a spawn point until the enemy armor zeroes in and you have to get the flock out of there.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 29, 2012, 02:33:10 PM
Galaxies are literally a flying barn.

AMS + Engi was a play style all its own. I worry about the support role game play.


Title: Re: Planetside 2
Post by: 01101010 on January 29, 2012, 03:23:05 PM
I Disagree with what they said about the AMS. Also, the face that the designer did not know what a spitfire was, made me sad.

What the fuck are they doing giving the Gal AMS capabilities for in the first place? A flying mobile spawn point? ugh.

If it does not have an invis bubble, I think that is fair.  I like the idea of landing and being a spawn point until the enemy armor zeroes in and you have to get the flock out of there.

Galaxies are drop ships. They are a troop ship that haul a squad around and drop them into incursion points. They should not feed the battle as a spawn point location. That is what the AMS is for and should remain ground-based only. It took talent to stealthily plop an AMS down near a base. I cannot see flying a big ass dropship anywhere around a base to land (and god forbid there are trees) without people focus firing on it as soon as it is rendered on the screen. To me, that means having to deploy further from the base which makes it a duck shoot of troops filing in. This is all my opinion of course, as an ex-psycho-AMS driver.


Title: Re: Planetside 2
Post by: JWIV on January 30, 2012, 01:57:48 AM
I Disagree with what they said about the AMS. Also, the face that the designer did not know what a spitfire was, made me sad.

What the fuck are they doing giving the Gal AMS capabilities for in the first place? A flying mobile spawn point? ugh.

If it does not have an invis bubble, I think that is fair.  I like the idea of landing and being a spawn point until the enemy armor zeroes in and you have to get the flock out of there.

Galaxies are drop ships. They are a troop ship that haul a squad around and drop them into incursion points. They should not feed the battle as a spawn point location. That is what the AMS is for and should remain ground-based only. It took talent to stealthily plop an AMS down near a base. I cannot see flying a big ass dropship anywhere around a base to land (and god forbid there are trees) without people focus firing on it as soon as it is rendered on the screen. To me, that means having to deploy further from the base which makes it a duck shoot of troops filing in. This is all my opinion of course, as an ex-psycho-AMS driver.

Nope, I pretty much agree.  Galaxies are meant for jumping out of, not for spawning.


Title: Re: Planetside 2
Post by: Ghambit on January 30, 2012, 07:00:35 AM
The Gal being an AMS really depends on how much resource-management crap they inject into the game.  If it's 'spensive, I doubt people would risk it as anything more than an initial wave spawn point to cap towers.
And Gal can carry AMS right?  I forgot.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 30, 2012, 07:05:23 AM
And Gal can carry AMS right?  I forgot.

No, you needed a loadstar to carry an AMS.


Title: Re: Planetside 2
Post by: shiznitz on January 30, 2012, 08:54:00 AM
Galaxies are literally a flying barn.

AMS + Engi was a play style all its own. I worry about the support role game play.

I hope the support game is robust, too.


Title: Re: Planetside 2
Post by: 01101010 on January 30, 2012, 09:00:31 AM
Galaxies are literally a flying barn.

AMS + Engi was a play style all its own. I worry about the support role game play.

I hope the support game is robust, too.

Well every indication is that SOE is going to hamfist this game into a BF/COD mode because fast paced quick skirmish fights are what makes moneys! Persistence will be a novelty I fear. So I would not get much in the way of hope up for this, or even the game itself. I'd be very surprised to see this game ever get released or if it does... that it even comes close to resembling what the pictures think it will look like.


Title: Re: Planetside 2
Post by: UnsGub on January 30, 2012, 10:07:35 AM

Well every indication is that SOE is going to hamfist this game into a BF/COD mode because fast paced quick skirmish fights are what makes moneys!

How do they do that?

PS is about constant fights all the time 24 hours a day.

Long live the zerg!


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 30, 2012, 11:44:14 AM
Well every indication is that SOE is going to hamfist this game into a BF/COD mode because fast paced quick skirmish fights are what makes moneys! Persistence will be a novelty I fear. So I would not get much in the way of hope up for this, or even the game itself. I'd be very surprised to see this game ever get released or if it does... that it even comes close to resembling what the pictures think it will look like.

They really need some semi-sophisticated persistance going on to distinguish the game from other FPS', especially when they expect ongoing payments from people. A resource economy as the basis of it.

Transport choppers as mobile spawn points work fine in BF3, and can be a lot of fun to crew also. Easy to fly, buddies on the chainguns and keep the repairs up. Make the galaxy like that, expensive but a shitload of armour and guns on it, it should be a mobile base. If the position comes under heavy attack and your forces are collapsing, the galaxy should even have a decent chance of taking off under fire and trying to limp back to the airbase.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 30, 2012, 12:25:09 PM
Did you play PS1? I'm sure the 10 people that noticed the BF3 "chopper" are just like the 100+ that shoot at galaxies when they come into render/radar range.

The lack of the AMS is not a good thing. The lack of support roles and vehicles is a mistake for this title. I am really hoping they just have not revealed the support side of PS2. Tacking the design to be more like BF whatever, is a mistake. It seems like they are sucking the uniqueness out of it.

I like the idea of landing ............

AHAHAHAHAHAHahahahahahahhahaaa.............. :oh_i_see:

Good one.




Lets see. What highly disappoints me:

Driver is the gunner in tanks.
No Innovatory.
No Faction looting.
No Hacking.
No AMS. (The reasoning they gave for removing the AMS is that they don't want "hide and seek" gameplay. )
No ANTS.
No loadstar.
No mixed abilities.
No Vehicle boarding animations. Just pop on and around to different seats!
Kill cams.
Faster TTK.
No support roles as of yet.
Per continent/Planet Incapable bases.
ALL Equipment will be available at this incapable base. ( IE: Base type logistics gone )
Spawn on squad leader.
No Skyguard. The Lighting is now AA.  :oh_i_see:
OSOK snipers
The over all movement away from teamwork to cater to BF/COD gamers.





Title: Re: Planetside 2
Post by: shiznitz on January 30, 2012, 12:45:38 PM
No faction loots? Damn.


Title: Re: Planetside 2
Post by: 01101010 on January 30, 2012, 12:47:37 PM

I like the idea of landing ............

AHAHAHAHAHAHahahahahahahhahaaa.............. :oh_i_see:

Good one.

I, for one, loved landing my Reaver and ending up in the middle of the ocean after a 4 second skiing frenzy.  :why_so_serious:

And yeah, that list is what made Planetside function. Not having it in there, this game becomes, like i have said before, BF/COD with a planetside skin. It feels like they are trying to advance the numbers on the map and the graphics and resting on that being the big thing that set them apart from the console shooters. Hoping for the worst here so I can be pleasantly surprised if it turns out even half-way decent or mocking SOE with a big smirk knowing what a steaming pile my beloved game sequel became.


Title: Re: Planetside 2
Post by: HaemishM on January 30, 2012, 12:55:39 PM
What did you expect SOE to do? COD sells like millions of copies, makes billions of dollars. BF3 sells less, but seriously, if you are talking about multiplayer FPS, there are those two games and EVERYTHING ELSE. The players of those titles are the target audience, NOT the PS1 user base which was always too small for SOE's number crunchers. Their design starting point has to be "make COD/BF3 players happy" then build from there. Anything less is going to be a dismal failure.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 30, 2012, 01:06:39 PM
Did you play PS1? I'm sure the 10 people that noticed the BF3 "chopper" are just like the 100+ that shoot at galaxies when they come into render/radar range.

You're basically under constant target lock, constant small arms fire, and have every jet & gunship on the map hunting you since you are hovering around in a big fat hog of a chopper with 4-5 kills for the guy who brings you down. Hella fun with a full crew, the miniguns blazing, moving from objective to objective deploying people into the action and frantically trying to keep repairs up.

A lot of the stuff you listed is really geek nitpicking, and the kind of weird design that put people off of the initial planetside. It was never supposed to be a niche title, it was supposed to be mainstream game with widepsread FPS and MMO appeal. SOE just didn't know how to make an FPS properly so you got all this weird stuff and it got killed in the market by games like BF1942 and reduced a little niche product for a small sliver of population. Now in the sequel SOE is trying to keep it in line with modern FPS games and then to distinguish it add the hooks of open world, persistance and (hopefully) some kind of resource economy.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 30, 2012, 01:12:21 PM
Sure. They could make a BF/COD clone and up the numbers. But after playing this title for 5+ years, I would enjoy them not throwing out the parts that made it Planetside. I am extremely pessimistic about this design, and highly jaded. I own that. I'm just expressing the things that disappoint me in what they are releasing. Other than art, I'm not seeing Planetside, but "Yet Another FPS".

That's the problem. This was already done. M.A.G was a fine title that already did all this.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 30, 2012, 01:25:54 PM
You might be an ultra-loyal PS1 fan but your PS2 dollar is the same as anyone elses.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 30, 2012, 01:28:13 PM
 :awesome_for_real: (http://www.reddit.com/r/Planetside/comments/o1i85/what_are_some_of_your_worries_for_planetside_2_as/)


Title: Re: Planetside 2
Post by: 01101010 on January 30, 2012, 01:33:32 PM
You might be an ultra-loyal PS1 fan but your PS2 dollar is the same as anyone elses.

Highly doubt I will have any PS2 dollars at this point.


Title: Re: Planetside 2
Post by: Lantyssa on January 30, 2012, 07:03:42 PM
Sure. They could make a BF/COD clone and up the numbers. But after playing this title for 5+ years, I would enjoy them not throwing out the parts that made it Planetside. I am extremely pessimistic about this design, and highly jaded. I own that. I'm just expressing the things that disappoint me in what they are releasing. Other than art, I'm not seeing Planetside, but "Yet Another FPS".
Which is why I thought people were crazy to get all excited.  This is SOE.  They can royally screw up any good idea they have.


Title: Re: Planetside 2
Post by: DayDream on January 30, 2012, 08:36:22 PM
From the little that i've seen, the design document has literally been

1. Call it Planetside 2!
2. ? ? ?
3. Profit!


And i don't think that's changed since day 1.  From the paradox of "We're gunna have a deep character tree where specialists can excel!  But low level characters and jack-of-a-trades just as good as the specialists too!" to whatever this latest complete lack of support gameplay is.

I enjoyed the planetside i played in fodderside.  I'm hopeful about planetside 2, but i wouldn't say i'm surprised that SoE seems to be doing this poorly.  This has looked like the flailing of upper management since the beginning.


Title: Re: Planetside 2
Post by: Ghambit on January 30, 2012, 11:48:27 PM
The key to this game will be how the map is won/lost and the resources involved with such, not if support classes exist or I can pinstripe my mag.
Support also exists in more than just repairing stuff or hacking shit.  It can mean moving resources around, hotdropping, running commander strikes, training newbs, organizing ops, bombing runs on resource nodes, etc.

So basically the depth of the territorial/resource meta is where the rubber meets the road here.  It's still a bit vague how vast and/or intricate it's gonna be so who knows, but one good sign is they cite battles lasting days-weeks instead of hours-days.

Command structure is still a big "?" too yes?  They may not have any at all.   :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 06:57:55 AM
AGN Community Night January 2012  (http://youtu.be/xczvtby79f8?hd=1&t=3m58s)

"We were very surprised at how many people were upset we would not have vehicle boarding animations" - Higby


That's because, SIR, its part of what made people connected to the world, its also part of what made PS unique.


There is also some good info in that vid.


EDIT as I watch:

Oh for fucks sake. You can squad spawn as a MAX unit.  :argh:

No Equipment terms, you spawn fully geared.  :argh:

Combat Engi gear, Boomers, jammers ETC.. Are considered consumables and will take resources every time pulled. But Guns and side grades are permanent buys. Support again, hamstrung.  :argh:


Title: Re: Planetside 2
Post by: Malakili on January 31, 2012, 07:14:39 AM


No Equipment terms, you spawn fully geared.  :argh:


Ugh, this is a big problem in Tribes: Ascend (which they refuse to address).  I hope they don't make the same mistake here.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 07:28:57 AM
They are, because instead of making Planetside 2, they are making a si-fi Battlefield game.

They have battlefield ( Not the game ) mechanics in a Wargame. Small scope elements in what is supposed to be a larger engagement.


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 31, 2012, 07:45:21 AM
This is all nitpicking over minor balance issues and other gimmicky stuff most players besides hardcore PS1 players couldn't care less about.

The game will succeed/fail on 2 merits:

Quality of the engine: Smoothness/graphic/latency performance in big furballs and feel of physics. This was not done well in the original PS and it hampered the game's appeal vs hquality FPS competition.

As Ghambit mentioned the depth of the territorial/resource system. This is the meat of the MMO persistence factor which is the edge they need to make it a unique alternative to all the FPS competition out there, and alsol hook people in and get them to keep spending and playing no matter what new shiney games come out.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 07:50:50 AM
This is all nitpicking over minor balance issues and other gimmicky stuff most players besides hardcore PS1 players couldn't care less about.

Hardly. It's a complete shift in the games original design. Its a given that the engine/net and territory control needed an update. That does not mean you remove the uniqueness of the original.

This article has a lot I agree with (http://geek.pikimal.com/2012/01/27/why-planetside-2-is-my-most-anticipated-mmo-of-2012/), it captures some of what made Planetside great, i just do not share his conclusion that this is not impacted by session based design elements creeping in to a WAR game.

Specifically:

Quote
Logistics

Logistics. The forgotten part of warfare. How do you move a hundred guys from one area of the map to the other? How do you make sure they can continue to spawn there? How do you get resources from point A to point B?

These are all questions that never come up in most games, likely because developers thought they would be boring, grindy things.

The original PlanetSide, however, proved this wrong. Winning a battle in PlanetSide wasn’t just about numbers or who brought the bigger guns, it was often about who had the better strategy for how to deal with logistical issues. When you were assaulting a base, for example, you had to have people drive mobile spawn points close enough to whatever you were attacking to keep a constant wave of reinforcements flowing toward your enemy.

When you would assault a continent, you’d have to bring everything with you – this meant multiple vehicles, both on air and land, to support your attack. There’s nothing quite as awesome as seeing six massive transport ships fly overhead escorted by friendly air. While that’s a scripted background event in most games, in PlanetSide, it’s another player helping you kick ass.

I do not agree with him this is a larger influence in PS2. It seems all but gone with the removal of the AMS, Terminals, No Staging areas, Spawning fully equipped, and addition of squad spawning, even as a MAX unit. Goodby max crashes. You also no longer have to bring everything with you. Some of the most important, and engaging game play was opening up a new continent. Now, everything is already there and there is no way to deny logistics to the other side.

Quote
Massive Combat

When PlanetSide launched in 2003, I was certain that we had just begun an FPS revolution.

Here was a game that wasn’t content with shrunken battles and small-scare warfare. Certainly, when other companies saw that truly massive combat was possible, they ‘d hop on for the ride, right?

Well, not quite. Despite PlanetSide proving that it could be done so long ago, no one has bothered to take up the massive battle torch since. As I mentioned in my Dust 514 column, while many studios have claimed to be in the MMOFPS market, none have actually produced an MMOFPS. Sure, we’ve had shooters set in “MMO” worlds, but none have embraced the tactical, massive combat that PlanetSide brought to the table.

And one has to seriously wonder why that’s the case. Battlefield 3 – one of the most anticipated titles of 2011 – boasted about its 32 on 32 person battles. That was one of its largest (if not the largest) selling points. PC gamers boasted that they’d get to enjoy huge battles, EA even ran a “Only in Battlefield 3” ad campaign – as if 64 person combat was the epitome of “large scale” combat.

While the other points on this list are all important and worth getting excited about, it’s the promise of true MMO-style warfare that really gets my blood going. Massive is being able to fly for minutes without hitting a wall, it’s transporting a dozen – not three or four – players into the heat of battle. It’s rushing a base with twenty tanks, not just one. It’s fighting against wave after wave of enemies who are desperate to break into your tower. It’s taking a base after five hours of combat, not five minutes.

I agree with most of this, however, many of the current design elements point are from session based games. It's currently closer to a 64 man game than Planetside. IMO. They have also broken the cardinal rule of Planetsides PVP. They added vertical progression to a cap of 20%. Planetside was a horizontal progression where even a day one noob could take out a 5 year vet. Now we have power increases where snipers can one shot one kill, and Maxes can have armor and resistance increases.






Title: Re: Planetside 2
Post by: 01101010 on January 31, 2012, 08:07:40 AM
This is all nitpicking over minor balance issues and other gimmicky stuff most players besides hardcore PS1 players couldn't care less about.

Hardly. It's a complete shift in the games original design. Its a given that the engine/net and territory control needed an update. That does not mean you remove the uniqueness of the original.


Oddly enough, it does feel, reading through all that shit, as though this is just going to be a dumbed down version of Planetside. Planetside had such a wide scope, you would have thought SOE could have included every aspect of it 8 years later rather than neuter all the meaningful shit. Planetside worked and had a ton of aspects to it, but the more I hear of PS2, seems like all those quality aspects are being thrown out to chase the masses. Meh.

I have to keep reminding myself, SOE SOE SOE. duh.


Title: Re: Planetside 2
Post by: Ghambit on January 31, 2012, 08:46:52 AM
I guess we could use the logic that if they're dumbing down the design this much that it's likely the strat. layers of the game will be equally "dumb."  Saddening. 
The next step will be adding chokepoint mechanics to funnel the playerbase to larger battles, rather than letting them lone wolf it somewhere. (after people unsub in droves)


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 31, 2012, 08:51:18 AM
Umm but Planetside didn't work and it wasn't great either except in the minds of its fairly small hardcore playerbase. It was not a commercial success which is the point of these games.

Most of the stuff you are so attached to, and mad is being removed would never had made it into a normal game, but was put into PS because basically SOE was designing planetside in some kind of bubble and then got slaughtered by superior FPS games like BF1942.

Spawning naked and having to run over to a terminal to equip yourself? Pointless exercise at best. At worst you ended up being spawn camped and unable to defend yourself (something some of you masochists would probably calll "tactics", most people would call unfun bullshit and /quit).

Getting bent up over AMS is kind of silly, they are just putting all that functionality into another vehicle, and the Galaxy as a flying spawn transport fortress is a better aesthetical and gameplay concept with more potential for fun/action than an AMS  spawn truck anyways. Or at least give it a chance to see it in action before consigning it to failure.


If they can't deliver on the sophisticated resource/sovereignty layer it will all be moot because SOE will fail again. It is what is desperately needed in the game to give it and edge on BF3/COD, it won't be able to compete as a shallow clone, nor will it have any commercial success full of the quirky nonsensical/obsolete mechanics of PS1.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 09:14:17 AM
Umm but Planetside didn't work and it wasn't great either except in the minds of its fairly small hardcore playerbase. It was not a commercial success which is the point of these games.

Planetside was hampered by the current technology ( but was still ground breaking ). Its massive scale, mismanagement that also lead to rampant hacking and zero media attention and stagnation for YEARS in terms of content/additions ( They even killed the fodder program, the idiots ), bad additions to the game, and a wonky net code and physics and the requirement of 15$ a month.

It was not hampered by its overall design. It was Planetside BECAUSE it was different. It makes no sense to make another M.A.G and call it Planetside. You are arguing for the Status Quo. I know you like to keep marginalizing people that disagree with this current design direction, but there would be no sequel with out the current Fans. There is a reason the current creative director is mining all the planetside info feeds and community sites. Once you get this, we can get back to discussing the design they are putting forward, and how it compares to the original. And what parts they are removing from the original to court the masses, and how this is a mistake in this extreme they are going to. Such as gutting team play requirement, and adding more solo aspects from session based games where it does not matter when the timer/tickets are over.

I support a good number of the refinements they are making, its needed. Some of the additions/subtractions cut right to the core of the games original design and water it down way to much.

I'm all for people calming there is no innovation in games, and there are no unique titles. Then arguing stats Quo.  Just do not do it with this title.





Title: Re: Planetside 2
Post by: Speedy Cerviche on January 31, 2012, 09:29:50 AM
Planetside 2 is getting solid buzz across the PC gaming world, it's not just the Planetside 1 community driving it. It seems to me your emotional investment in Planetside 1 is clouding your perspective. I would wager money that PS2 beta signups outnumber current PS1 players by several orders of magnitude. Lots of people out there who liked the concept of PS1 but couldn't get past the sub-par gameplay/engine (such as myself). They are all keen to give PS2 a shot.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 09:39:00 AM
I do not deny any of that. Especially considering PS1 players get first dibs on beta. They problem I am having is they seem to be removing the concepts of the original. Horizontal progress, Teamwork, WAR game. In order to appeal to session based players. Diluting the original concepts. It also feels like they are designing this on paper, with little experience of the original and its systems. Such as the comments about the AMS or support roles being boring. As much as you may dislike being on the receiving end, Denial of equipment and spawns is a tactic of war games, removal of them is a staple of session based games.

I'm all for them making, at its core, a solid responsive shooter. Just not at the removal of core concepts, and uniqueness.

My fear is that, at that point ( Beta ), many of the decisions are unlikely to change, despite feedback.


For instance. Why do we need spawn on squad? What problem is this solving? PS1 had the Orbital drops, that had SOI restrictions and a built in reinforcement timer.

The answer is. Because the Battlefield series does it.

Is that a good reason to you? Even BF:2142 ( Highly patterned after planetside ) had Drop pods.  In PS1 If I wipe out 4 out of 5 people in a squad they don't spawn back on the 1 guy that survived. That's how it should be. Not reinforcements pooping out of asses. Especially not fucking fully equipped MAX units.


Title: Re: Planetside 2
Post by: Slayerik on January 31, 2012, 09:51:28 AM
It's BS that they are pulling the AMS. Give the galaxy the ability too, but it was awesome to roll in with an AMS right when your side needed it. No driving a galaxy through the woods/valleys to avoid detection.


Title: Re: Planetside 2
Post by: 01101010 on January 31, 2012, 09:52:27 AM
Planetside 2 is getting solid buzz across the PC gaming world, it's not just the Planetside 1 community driving it. It seems to me your emotional investment in Planetside 1 is clouding your perspective. I would wager money that PS2 beta signups outnumber current PS1 players by several orders of magnitude. Lots of people out there who liked the concept of PS1 but couldn't get past the sub-par gameplay/engine (such as myself). They are all keen to give PS2 a shot.

So another flash in the pan shooter is going to be hyped up and washed out in a few weeks after release and outright destroyed by the next rendition of Call of Battlefield?

And it is the concept of PS1 that is getting eviscerated here. Like Blood said, Planetside was a war game with players as integral soldiers on an ever changing territorial battlefield, not some skirmish shooter where everyone plays 10 minute rounds and whoever is left standing wins the neighborhood. I don't deny that Planetside had some things very very wrong with it, but the overarching, overlapping war themes were not one of them and in fact was a major thing that set it apart from other shooters.

This whole thing is starting to piss me off again... Wish they would just remove the name Planetside from the game and call it something else. The name carries too much weight and has too large a shoe to fill.


Title: Re: Planetside 2
Post by: Ghambit on January 31, 2012, 10:18:10 AM
I for one look fwd to the impending bitchslaps in PS2 general chat when people try to make a "session" out of a campaign and the commander in charge pitches a fit.
MBW has a point in this regard.  You really cant turn a large (effective) wargame into a session-based conflict.  It doesnt work.  The sides that win the map are the sides that get their playerbase to realize this simple fact.  You show up?  You're in it for the long haul and you'd better do as you're told.  You dont spawn in for 30mins to "capture teh flagz" (and whichever one you feel like it) and then logoff.

I have fond memories of cursing out idiots (not even in my clan) way off mission when we were on an op.  And once resources are involved things become even more strained.

Even titles like 2142 or BF3, the real game doesn't shine until you get into serious scrim matches.  These last all night on dedi. servers.  We use the casuals for target practice and they typically aren't seen much after that.  They buy the game, but dont play it essentially.

In PS1 it was the little things that made it charming (pod drops, hacking, ams, etc.) but it wasn't the little things that would've made it a great game though. 


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 31, 2012, 10:52:32 AM
MBW has a point in this regard.  You really cant turn a large (effective) wargame into a session-based conflict.  It doesnt work.  The sides that win the map are the sides that get their playerbase to realize this simple fact.  You show up?  You're in it for the long haul and you'd better do as you're told.  You dont spawn in for 30mins to "capture teh flagz" (and whichever one you feel like it) and then logoff.

I have fond memories of cursing out idiots (not even in my clan) way off mission when we were on an op.  And once resources are involved things become even more strained.

Even titles like 2142 or BF3, the real game doesn't shine until you get into serious scrim matches.  These last all night on dedi. servers.  We use the casuals for target practice and they typically aren't seen much after that.  They buy the game, but dont play it essentially.

In PS1 it was the little things that made it charming (pod drops, hacking, ams, etc.) but it wasn't the little things that would've made it a great game though. 

PS1 only became serious tactical business after all the "session" players left and the playerbase had been distilled down to a hard core who all played the game so this sort of mentality was adapted as the game's culture (not SOE's goal). I remember when I tried it in beta it was pretty easy to login, spawn at a heavy action tower and pew pew pew for 30 minutes. Maybe I was fodder? I didn't care, I just wanted to frag some people. I've played action games competitively online, I've been senior leadership in PvP clans in MMORPGs, I know there are additional levels on intensity that can add a lot of the gameplay expeirence for those who want to delve into them, I'm sure this depth will still exist in PS2 for those who wish it, and they are the ones who add flavour to the world by driving the meta game, which is what PS2 needs to distinguish itself so I really hope SOE adds the sophistication necessary.

[quote Mrbloodwort ]
For instance. Why do we need spawn on squad? What problem is this solving? PS1 had the Orbital drops, that had SOI restrictions and a built in reinforcement timer.

The answer is. Because the Battlefield series does it.
[/quote]

I don't think it will effect much, but spawning on squad is a mechanic to prolong a solid battle (it won't do much if you are getting steamrolled) . It's a mechanism that adds a bit of quick fun in and encourages teamwork amongst casual players who are goaded into joining squads and spawning on each other. I really don't think it's a big deal and it's not necessarily the new default spawn option either. Sometimes in a battle you will want to use a bases' fixed spawn point, or maybe a galaxy spawnpoint overhead, instead of spawning on a squadmate who might be taking fire from multiple directions.
 


Title: Re: Planetside 2
Post by: shiznitz on January 31, 2012, 11:25:26 AM
Spawning on squad is ok as long as the respawn timer is a minute or so.  It is unlikely for a lone guy to survive that long against a superior squad.  In PS, one squad usually wiped the other.

The point about session vs  campaign is a good one that distills the difference pretty well.  The resource part of the game could be what keeps this from a full session-based play model. 

I wish the design was PS1 plus new stuff as opposed to what looks like a complete re-concepting with only the names in common.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 11:36:31 AM
PS1 only became serious tactical business after all the "session" players left and the playerbase had been distilled down to a hard core  

No. The game was a war game IN SPITE OF the session based players.  The original design was a Team based war game.  Uber kill counts meant jack, and shit. You cant sit here with a straight face and say Planetside one was designed from the ground up to appeal to 30 minute skirmishes. It didn't even have a K/D count UNTIL late in its life. Every, single Vehicle was balanced for a crew, ever single balance decision was balanced from multiple damage sources. 98% of Meta actions required multiple players. Its is not even like any other shooter in its design ( With exception of WWIIOL, but PS is way more actiony ).

The reason they left is they found out real quick that run and gun just won't work. Its teamwork or be spawn camped. ( Other than they may have found the sub, and shooting/physics sub-par )

I don't think it will effect much, but spawning on squad is a mechanic to prolong a solid battle

Yes it will. No its not. Its a mechanic to allow user to join a battle quickly due to the short nature of session based game play. Because jogging from one end of the map to another wastes 5 minute of a 30 minute match.  In a war game, it will affect EVERYTHING. There is zero reason at this point not to spawn on a squad mate. Access to gear is null ( You spawn fully equipped ), the ONLY reason you will not spawn on a squad mate as of now, is if he is inside. That's it. In war games, the flow of troops MATTERS. The flow of gear MATTERS. Denial MATTERS.

PS1 Has instant action, that will place you in a tower near the most active hotspot. That's your 30 min gamer option.






Title: Re: Planetside 2
Post by: Nebu on January 31, 2012, 11:47:36 AM
A war game would be about large scale attrition and each individual player would feel like a pawn with little impact.  I doubt any smart developer would expect to make a lot of money with an online wargame.  The key is to make skirmishes 'feel' important to the players. 



Title: Re: Planetside 2
Post by: Speedy Cerviche on January 31, 2012, 12:18:49 PM
Wow you are making planetside out to be some kind of super sophisticated simulation. I think you have it confused with ARMA2 or something, PS1 was always supposed to be mass market. Just because it became a weird little niche game detached from mainstream FPS gaming and developed its own little quirky subculture doesn't mean SOE is embracing that. The only reason PS2 is even getting a shot is not because SOE loves the hardcore PS1 community so much (trust me, I spent a long time gaming in another obscure corner of SOE land, playing "infantry online", they don't give a fuck), but it's because there's some SOE execs (Smedly) who love the concept of Planetside and are going to bat for another shot at making the original idea work, convincing other execs that if done right it will also make a lot of money.

Twisting design flaws like single hitbox (making OHK impossible), or poor vehicle crewing concepts (driver + gunner in a tank? Seriously? Pretty fucking easy to do both with WASD+mouse) into supposed points of sophistication is bordering on absurd. Scrounging for basic equipment, spawncamped while they are trying to get their rifle is unfun gameplay. You can start your resource restrictions at the vehicle level when you start modelling resource layers/logistics. Then you create a strawman of trying to make every other FPS game besides PS seem like a quakelive deathmatch? Some really unconvincing arguements here.



Title: Re: Planetside 2
Post by: UnsGub on January 31, 2012, 12:25:11 PM
or poor vehicle crewing concepts (driver + gunner in a tank? Seriously? Pretty fucking easy to do both with WASD+mouse) into supposed points of sophistication is bordering on absurd.

They have one person along with multi person ground and air vehicles.  Are saying it is a good design to eliminate all multi person vehicles?


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 12:33:38 PM
Jibberish

 :uhrr:


Title: Re: Planetside 2
Post by: shiznitz on January 31, 2012, 12:37:05 PM
I guess the question I would ask SOE and the PS2 developers is why will people who love CoD play PS2?  That seems to be the market they are going after, yet those are mostly console people, not PC.  If they are not hunting for a share of CoD market, then why copy CoD elements?


Title: Re: Planetside 2
Post by: Speedy Cerviche on January 31, 2012, 12:48:53 PM
They have one person along with multi person ground and air vehicles.  Are saying it is a good design to eliminate all multi person vehicles?

Not all, but medium tanks don't need seperate driver/turreter.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2012, 12:53:29 PM
They have one person along with multi person ground and air vehicles.  Are saying it is a good design to eliminate all multi person vehicles?

Not all, but medium tanks don't need seperate driver/turreter.

This is exactly the problem. Right here. Session based thinking/Design. Teamwork in design removed.

I'm going to quote something from one of the many papers about the design of Planetside.

Quote
1.3 The Greatest Power is Teamwork (1+1=3)
This design principle is one of the greatest, but also the one most at risk because it is so far removed in recent times. In the early days of PlanetSide we were bombarded with the power of Teamwork. There
were support players piloting galaxies to get their troops to the fight. There were Pilots doing escort. There were the indoor-armor MAX players who required non-MAX to repair them, open doors, and
access terminals. Much of this is still in the game, but it’s deeper than that. In the early days the most powerful vehicles in the game were multi-manned vehicles. Tanks were kings,
but they required a crew of two or more. They also required repairmen, but nothing was better at pushing a front. Lightnings were OK vehicles, but a Vanguard or Magrider was far more dangerous. This
fit with a simple principle – a vehicle that required two players to operate successfully should be more powerful than a vehicle that only requires one player to operate. It makes sense. It rewards teamwork
with a 1+1=3 philosophy, giving advantage to outfits and factions that promote teamwork. This design has crumbled over the years of PlanetSide, and there are two reasons for it. First, as more
cert points are given to players, more options are given to players. This is not necessarily a bad thing, but it affects teamwork because you now need fewer people to accomplish a goal. With more cert
points, every member of a team could be an Advanced Medical. Every member could be an Advanced Hacker. Every member a pilot. As the number of certification points expands, the differentiation
between players decreases as more and more roles can be filled by a single player. The concept of “tradeoff” diminishes as everyone becomes a clone with very similar or identical certifications. In effect
what happened was that the purpose of the certification system was eroded and its value diminished. The second reason this has crumbled is the increasing power of single-player vehicles. BFRs are the
biggest example. They’ve been nerfed over the years, but the most obvious reason for them hurting the game is that a single player can occupy a vehicle that is very difficult to kill that could absorb or dish out
a lot of firepower. This is disproportionate to multi-manned vehicles. Also, single-person aircraft have become far more significant over the history of PlanetSide. This is a topic I will cover more later, but for
the scope of this section you just need to understand that as more vehicles and power become accessible to individuals, the necessity AND power of teamwork diminishes. The game becomes more of
a simple one-man army approach as opposed to a complex network of teamwork and cooperation.

Source. (http://www.liberty-clan.com/topsecret/psm.pdf) One of the better understandings of the design and principles.


Also going to leave this here: Planetside: The 1% (http://www.rockpapershotgun.com/2011/12/30/planetside-the-1-2/) Because, you know. Ps1 Players had nothing to do with it.


Title: Re: Planetside 2
Post by: Ingmar on January 31, 2012, 01:04:52 PM
I think watching MrB's meltdown over this is going to be more fun than the actual game.


Title: Re: Planetside 2
Post by: HaemishM on January 31, 2012, 01:09:26 PM
SOE. Meltdowns are the only fun they know how to create.


Title: Re: Planetside 2
Post by: DayDream on January 31, 2012, 03:33:08 PM
One other thing to remember here.  Battlefield/CoD or whatever series might be a fine game, etc, but copying it brings its own host of problems.  You don't get all of those fans to stay automatically.  Those fans already have a game they love to play, it's the game they're currently playing.  If you want to get all of those fans, you must make your game better enough at the things that game is good at that they switch from that game to yours.  Only a very few fans will switch because your game has something their current one doesn't.  And they will switch because they aren't actually that satisfied with their current game.

Also, I don't know the specifics, but likely some of the builders of those games have prior experience, both on a personal and organizational level, and use that experience in building those games.  SoE does not have that experience.


Title: Re: Planetside 2
Post by: Venkman on February 01, 2012, 05:43:15 PM
What did you expect SOE to do?

A couple of things.

- PS was then and 10 years later still is unique. Any other MMOFPS that launched was just a massive lobby with session-based maps.
- They don't have anywhere near the marketing budget nor brand strength to take on COD nor BF.
- Their target audience is the original PS player who now has 15mb+ broadband rather than just transitioning now from K56flex.
- The PS brand is synonymous with the PS game play. Taking core parts of the game play out makes a gimp BF on fast track to the bargain bin.

I have said myself I don't know why this game is coming out. There wasn't a big market 10 years ago, and quite possibly not a big one now. There was something special that was right on the cusp of awesome that was killed by the business model, modems, and crappy post launch support.

However, since they're back in, they need to harnass what was there and do it better. Because they ain't takin' on the big players. Nobody thinks of PS in the same breath they think of any FPS game. So SOE has to tell a story about why people should give a shit. "Looks like Halo but plays like BF without the destruction and support roles" does not a marketing campaign make.


Title: Re: Planetside 2
Post by: Ingmar on February 01, 2012, 05:45:42 PM
- Their target audience is the original PS player who now has 15mb+ broadband rather than just transitioning now from K56flex.
- The PS brand is synonymous with the PS game play. Taking core parts of the game play out makes a gimp BF on fast track to the bargain bin.

I think you're wrong about your first point, which also makes the second part very, very questionable. Their target audience is anyone and everyone they can get to play it; the idea that they would be setting out with a goal to make a product to attract a group of gamers from a semi-failed game from 10 years ago is not sensible. That's the kind of market case that will never get off the whiteboard at a company as big as Sony.


Title: Re: Planetside 2
Post by: Lantyssa on February 02, 2012, 06:15:03 AM
I have to agree with Ingmar.  PS1 players will help generate some free chatter, but they want a much larger audience.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 02, 2012, 07:14:18 AM
Like I said before the buzz on PC gaming forums is pretty solid for PS2 from what I've seen. You can find excited threads about it on just about any gaming forum. Lots of people who are aware of the Planetside concept who didn't want to deal with the game's many faults (and pay a 15$ sub for the priviledge) are definitely looking to give PS2 a shot. I would wager the beta sign up last month had very robust volume of applicants.

If SOE manages to satisfy this initial crowd with solid gameplay, smooth and bug/lag free engine, and some meat in the MMO persistance elements, it could grow quite nicely through positive reviews and word of mouth.


Title: Re: Planetside 2
Post by: 01101010 on February 02, 2012, 07:18:54 AM
I have to agree with Ingmar.  PS1 players will help generate some free chatter, but they want a much larger audience.

at the expense of the PS1 players... PS1 players are aware of what made the game work and the best parts were not the shooter parts - it was the system. SOE seems to be handwaving the system in favor of a "SHOOT EM UP -HEADSHOT!! BOOM!! LOOK AT MY K/D!!" playstyle. Oh well... at least I got to play the first one in its prime.


Title: Re: Planetside 2
Post by: Ghambit on February 02, 2012, 07:56:23 AM
It does indeed seem as though many studios are simply using past profit performance to squash ideas that involve 'taking what works' and just translating it into a proper medium.  It's like they sit there in their meetings and say "hey, that game back then didn't do well... so like hey, let's just do the opposite and we'll make huge bucks!"  "And and and, let's do the exact opposite that the asshats who kept playing our game suggested... 'cause you know, they're daft for having kept playing a game we made."

Classic case of upper management blanket design choices that don't have a grasp on reality.

Anyways, I find it telling we have yet to hear about what exactly is gonna make PS2 'persistent.'  They've got all these fancy graphics and explanations for various units and bullshit in the game, but they cant say definitively how the game is gonna work, less than a year from launch.   :headscratch:  Someone needs to go back to GameDesign school and re-learn how to write a design doc.  This also tells me they sold the idea to SOE by simply saying "we gonna make game unlike PS1, so gimme monies!"


Title: Re: Planetside 2
Post by: Malakili on February 02, 2012, 08:00:08 AM
I have to agree with Ingmar.  PS1 players will help generate some free chatter, but they want a much larger audience.

at the expense of the PS1 players... PS1 players are aware of what made the game work and the best parts were not the shooter parts - it was the system. SOE seems to be handwaving the system in favor of a "SHOOT EM UP -HEADSHOT!! BOOM!! LOOK AT MY K/D!!" playstyle. Oh well... at least I got to play the first one in its prime.

The main problem isn't even *really* this playstyle, just that it actually works better in session based shooters like CoD.  If you are going to layer on a massive strategic meta game, then it just gets in the way of this play style.   And then you see them implementing these measures to allow for the more session based gameplay anyway.  If that is your game, just make a CoD game in a futuristic style with a normal server, map rotiation, etc style.   I think a major problem in MMOs lately is that they do a ton of stuff at a mediocre level instead of just picking something and doing it great.   No one is going to care about a mediocre faster paced shooter with a mediocre strategic meta game.  You're better off having a great slower paced shooter with a great strategic meta game.  

The popular games do something, and they do it great.  Minecraft, Call of Duty, Starcraft.   Hell, even WoW is the best distillation of DIKU we've seen, even if you can argue its slipped up a bit since Cataclysm.   A game that does 1 thing, and does it great, is a better game that does 20 things, all of them average.


Title: Re: Planetside 2
Post by: Lantyssa on February 02, 2012, 08:45:32 AM
at the expense of the PS1 players... PS1 players are aware of what made the game work and the best parts were not the shooter parts - it was the system. SOE seems to be handwaving the system in favor of a "SHOOT EM UP -HEADSHOT!! BOOM!! LOOK AT MY K/D!!" playstyle. Oh well... at least I got to play the first one in its prime.
It's not like either of us is commenting on the merits of their choices, just what their business sense tells them to do.


Title: Re: Planetside 2
Post by: 01101010 on February 02, 2012, 09:00:40 AM
at the expense of the PS1 players... PS1 players are aware of what made the game work and the best parts were not the shooter parts - it was the system. SOE seems to be handwaving the system in favor of a "SHOOT EM UP -HEADSHOT!! BOOM!! LOOK AT MY K/D!!" playstyle. Oh well... at least I got to play the first one in its prime.
It's not like either of us is commenting on the merits of their choices, just what their business sense tells them to do.

Indeed. And we both agree... it is SOE, so it is inevitably going to be a smoldering heap.

As someone who put in 12-18 hour days for the summer PS1 was released, this redesign just feels like a slap in the face. Wouldhave been better off calling it something completely different, because about the only thing the same is the name and the faction names along with their equipment labels.


Title: Re: Planetside 2
Post by: Nebu on February 02, 2012, 09:09:14 AM
If PS 2 is a shiny version of PS 1, the game will fail.  They need to reinvent the game to attract more players or else the title will be doomed to niche status.  While niche isn't a bad thing, I'm sure it's not what the investors would like to see.


Title: Re: Planetside 2
Post by: Malakili on February 02, 2012, 09:21:23 AM
If PS 2 is a shiny version of PS 1, the game will fail.  They need to reinvent the game to attract more players or else the title will be doomed to niche status.  While niche isn't a bad thing, I'm sure it's not what the investors would like to see.
 

The problem is that if "reinventing" means making into a generic arcadey shooter, then it will be neither as good as the existing arcadey shooters, nor different enough to be worth playing for other reasons (i.e the neutered Strategic meta game).


Title: Re: Planetside 2
Post by: HaemishM on February 02, 2012, 09:29:50 AM
What did you expect SOE to do?

- Their target audience is the original PS player who now has 15mb+ broadband rather than just transitioning now from K56flex.

No, it isn't, no matter how much original PS players want to believe it. Planetside 1 WAS NOT A COMMERCIAL SUCCESS. Period. End of story. As dumb as SOE is, they aren't going to make a sequel to an unsuccessful game only to try to capture the dwindling player base of a game that was not a success. They are going to try to capture the player base of 2 of the most successful franchises in gaming history. I'd wager that's the only reason this game is getting made - because Battlefield 3 sold 10 million copies and every version of COD since MW2 has made like a billion dollars. The only reason PS1 was still around to be mined for a shooter IP and the only reason it's being used as the IP for their attempt to capture some of those sweet FPS dollars is because it happens to be John Smedley's pet IP. If it wasn't, you'd likely see some other IP.


Title: Re: Planetside 2
Post by: Ghambit on February 02, 2012, 10:23:43 AM
So if they wanna creep players and box sales from games like BF3 and CoD, why are they making it F2P?  Your 10million players means nothing if they only play for 1 week, for free, and dont dip into RMT because the game lacks depth.

Then again, seeing as how they're dumbing down playstyle choice and making things more generic, it makes sense to F2P the biz model because that'll be the only way to distinguish yourself - with money.  Ahah!  I see the genius now.





Title: Re: Planetside 2
Post by: Kitsune on February 02, 2012, 10:52:12 AM
PS1 was not a great success because of just two things: The lack of meaningful updates, improved networking, and anti-cheating technology because all of the programmers apparently bailed early on, and the fact that $15/month is too god damned much for a FPS.

A re-released PS1 with a new client to allow for needed technology upgrades and a price drop would own.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 02, 2012, 10:53:08 AM
No, it isn't, no matter how much original PS players want to believe it. Planetside 1 WAS NOT A COMMERCIAL SUCCESS. Period. End of story. As dumb as SOE is, they aren't going to make a sequel to an unsuccessful game only to try to capture the dwindling player base of a game that was not a success. They are going to try to capture the player base of 2 of the most successful franchises in gaming history. I'd wager that's the only reason this game is getting made - because Battlefield 3 sold 10 million copies and every version of COD since MW2 has made like a billion dollars. The only reason PS1 was still around to be mined for a shooter IP and the only reason it's being used as the IP for their attempt to capture some of those sweet FPS dollars is because it happens to be John Smedley's pet IP. If it wasn't, you'd likely see some other IP.

Thank you for putting it succinctly.

I for one will be quite happy if SOE manages to pull off an open world, unlimited player sci-fi BF3, with an extra MMO layer of persistance, resource and logistic modelling. If done properly, well designed and well executed, it could be a helluva game.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 02, 2012, 11:01:31 AM
So if they wanna creep players and box sales from games like BF3 and CoD, why are they making it F2P?  Your 10million players means nothing if they only play for 1 week, for free, and dont dip into RMT because the game lacks depth.

Then again, seeing as how they're dumbing down playstyle choice and making things more generic, it makes sense to F2P the biz model because that'll be the only way to distinguish yourself - with money.  Ahah!  I see the genius now.

Cuz the hook to distinguish it from CoD/BF3 will be the MMO elements & persistance. WHich requires ongoing revenue streams to support the added infratsructure beyond a server browser. It's F2P cuz that's the thing to these days, straight  subscriptions are 2000 and late for the John Smedleys of the industry. They are hoping the game, and it's MMO elements are entertaining enough to keep the 10 million around for more than a week, years infact, and a decent % will spend some premium money on it.


Title: Re: Planetside 2
Post by: Ghambit on February 02, 2012, 11:26:10 AM
PS1 was not a great success because of just two things: The lack of meaningful updates, improved networking, and anti-cheating technology because all of the programmers apparently bailed early on, and the fact that $15/month is too god damned much for a FPS.

A re-released PS1 with a new client to allow for needed technology upgrades and a price drop would own.

Don't forget the release of SWG and 1942.  Back in those days people moved into/out-of games in flocks.  Even if PS1 was the perfect game, I really think back then it wouldn't have mattered.   It still would've been labeled "niche" due to only hardcores being left in their playerbase once the horde moved onto the next game.

This is pretty much where we're at with MMOs now.  As has been said, you've gotta do your 'niche thing' well or else you'll fail.


Title: Re: Planetside 2
Post by: HaemishM on February 02, 2012, 11:33:42 AM
So if they wanna creep players and box sales from games like BF3 and CoD, why are they making it F2P? 

Because nobody is paying to play BF3 or CoD multiplayer monthly, and one of the big hindrances to PS1's success was that FPS games were sold with multiplayer as a free add-on, not a subscription service. The market was not prepared or wanting a subscription fee to play.


Title: Re: Planetside 2
Post by: Ingmar on February 02, 2012, 11:38:23 AM
PS1 was not a great success because of just two things: The lack of meaningful updates, improved networking, and anti-cheating technology because all of the programmers apparently bailed early on, and the fact that $15/month is too god damned much for a FPS.

A re-released PS1 with a new client to allow for needed technology upgrades and a price drop would own.

Three things: lattice. I know a bunch of people who quit when they added that.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 02, 2012, 11:40:42 AM
So if they wanna creep players and box sales from games like BF3 and CoD, why are they making it F2P?  

Because nobody is paying to play BF3 or CoD multiplayer monthly, and one of the big hindrances to PS1's success was that FPS games were sold with multiplayer as a free add-on, not a subscription service. The market was not prepared or wanting a subscription fee to play.

So why not address that, while keeping the original philosophies and design principles? AKA: War game. Not Session based shooter.

My entire point has been. They are addressing things that were not the problem, because Battlefield did it.

PS problems were net-code/responsiveness. Horsepower required. Bad management. Stagnation due to tech limits. Subscription fee. Outside, a host of other games came out at the same time.






Completely beside the point:  http://www.callofduty.com/elite


Title: Re: Planetside 2
Post by: 01101010 on February 02, 2012, 11:43:04 AM
PS1 was not a great success because of just two things: The lack of meaningful updates, improved networking, and anti-cheating technology because all of the programmers apparently bailed early on, and the fact that $15/month is too god damned much for a FPS.

A re-released PS1 with a new client to allow for needed technology upgrades and a price drop would own.

Don't forget the release of SWG and 1942.  Back in those days people moved into/out-of games in flocks.  Even if PS1 was the perfect game, I really think back then it wouldn't have mattered.   It still would've been labeled "niche" due to only hardcores being left in their playerbase once the horde moved onto the next game.

This is pretty much where we're at with MMOs now.  As has been said, you've gotta do your 'niche thing' well or else you'll fail.

We like to throw this niche word around a lot like some sort of scarlet A. What game out there is not niche? Niche is used for every game not in the top spot of its genre.

PS1 was my first game I paid a monthly fee on. I had no issue with it as I saw the value in my investment of that monthly cost. Previously it was all UT and its mods as well as America's Army: Online. PS1 was a war game with FPS clothing. I was paying for that part, not the shooter part. FPS games without the underlying structure are team deathmatches with different coats of paint. Without the structural levels of a wargame, PS2 is just another Brink.


Title: Re: Planetside 2
Post by: HaemishM on February 02, 2012, 11:57:50 AM
My entire point has been. They are addressing things that were not the problem, because Battlefield did it.

Because SOE could fuck up a wet dream? SOE is not known for innovative thought, especially these days. They are known for taking what should be home run concepts and skullfucking them into abject failure. These are the guys who couldn't even make a 1 million + subscriber STAR WARS GAME. They fucked up the biggest sure thing nerd IP on the goddamn planet. They couldn't even make a successful sequel to the most successful MMOG at the time, nor transition that at the time massive player base into a game with the same IP. In short, they are chasing BF/CoD dollars because that's all their tiny minds can grasp, and because the head honchos at Sony want big dollar successes, not piddling niche games that barely break even.

For the Planetside you want to be made, it would have to be made by a garage outfit, not a company like SOE.

Quote
Completely beside the point:  http://www.callofduty.com/elite

A completely optional add-on is not the same thing as requiring a subscription fee to play and you know it.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 02, 2012, 12:16:51 PM
So why not address that, while keeping the original philosophies and design principles? AKA: War game. Not Session based shooter.

What exactly do you mean by "war game"? You make PS1 sound like it had WW2OL level FPS sophistication while Battlefield is basically Quake. Besides from some MMO related world logistical issues (continental assaults, rear sneak assaults), I don't remember it being much more sophisticated than Battlefield on a FPS level. Infact a lot of elements like weapon depth, single hitbox, poor physics modelling, low depth of terrain, it was arguably less sophisticated than Battlefield.


Title: Re: Planetside 2
Post by: 01101010 on February 02, 2012, 12:22:01 PM
So why not address that, while keeping the original philosophies and design principles? AKA: War game. Not Session based shooter.

What exactly do you mean by "war game"? You make PS1 sound like it had WW2OL level FPS sophistication while Battlefield is basically Quake. Besides from some MMO related world logistical issues (continental assaults, rear sneak assaults), I don't remember it being much more sophisticated than Battlefield on a FPS level. Infact a lot of elements like weapon depth, single hitbox, poor physics modelling, low depth of terrain, it was arguably less sophisticated than Battlefield.


 :facepalm:



Title: Re: Planetside 2
Post by: shiznitz on February 02, 2012, 12:51:19 PM
So why not address that, while keeping the original philosophies and design principles? AKA: War game. Not Session based shooter.

What exactly do you mean by "war game"? You make PS1 sound like it had WW2OL level FPS sophistication while Battlefield is basically Quake. Besides from some MMO related world logistical issues (continental assaults, rear sneak assaults), I don't remember it being much more sophisticated than Battlefield on a FPS level. Infact a lot of elements like weapon depth, single hitbox, poor physics modelling, low depth of terrain, it was arguably less sophisticated than Battlefield.


You sound like you believe that if 2 games use the right mouse button to fire a gun, they are almost identical.  Your variables to determine sophistication ignore all the tactical elements of the game.  It is the tactical elements that are currently unclear in PS2 but that made those of us who liked PS1 like it.


Title: Re: Planetside 2
Post by: HaemishM on February 02, 2012, 02:08:24 PM
I would hazard a guess that most of those things that made PS1 a "war" game, such as strategic positioning, logistics, etc. won't mean diddlysquat to 90% of the player base, kind of like how the commander mode was ignored by most in Battlefield 2 and 2142.


Title: Re: Planetside 2
Post by: 01101010 on February 02, 2012, 02:13:54 PM
I would hazard a guess that most of those things that made PS1 a "war" game, such as strategic positioning, logistics, etc. won't mean diddlysquat to 90% of the player base, kind of like how the commander mode was ignored by most in Battlefield 2 and 2142.

And those are the people that fled PS1 within a month or two. Sadly, I'd say you are right... business model be damned.


Title: Re: Planetside 2
Post by: Malakili on February 02, 2012, 02:29:12 PM
I would hazard a guess that most of those things that made PS1 a "war" game, such as strategic positioning, logistics, etc. won't mean diddlysquat to 90% of the player base, kind of like how the commander mode was ignored by most in Battlefield 2 and 2142.

Right, and it is there to SOME degree either way, so the experience for that type of player is probably going to be worse than just going and playing CoD or BF3 or whatever.  So if you are going to do a "war" game, do it right, if you aren't going to do a war game, just make a futuristic CoD style game and be done with it.


Title: Re: Planetside 2
Post by: HaemishM on February 02, 2012, 02:32:59 PM
I agree you SHOULD do it right, but... well, SOE.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Ghambit on February 02, 2012, 10:12:42 PM
I guess we could kinda look at this like how Arma(2) stacked up against 2142, BF3, CoD, etc.  Arma and Arma2 are w/o a doubt the finest tactical FPS's ever to hit a PC (it's not even really a game as it's based on the govt's VBS).  No "game" did it better, and yet no one bought it.  It's a niche game full of people from tacticalgamer, simhq, and burnt out vets who miss the suck.

The problem was the studio didn't really take the time to hold a newb's hand.  They threw you into a hardcore sim amongst the wolves and expected you to like it.  Games like that need to do a better job of initiating the new/casual player.  In WW2O they actually would tag someone "green" to denote newb/unsquaded status.  It basically was a huge signpost that said "help me pls."  If you werent squaded you were also generally a hindrance and couldnt move up the CoC nor be on VOIP.  So it was in everyone's best interest to make sure the new people were taken care of.

PS2 could indeed go niche and challenge the player similarly, but they'd have to make entry more "lubricated."  Make knowing how to play an accomplishment in itself and allow fellow players to lend a helping hand.  Things like green tags, newb clans with volunteer leaders, training servers, etc. really help this.  This will give people a reason to actually fuckin play and feel a sense of accomplishment, rather than it just being another simple diversion.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 03, 2012, 06:09:14 AM
You seriously cannot compare planetside to Arma and WW2O... It is a lot closer to Battlefield than Arma/opflash/WW2O which are in another league of sophistication (to the point they can be called sims, not action games).


Title: Re: Planetside 2
Post by: Ghambit on February 03, 2012, 07:59:21 AM
You seriously cannot compare planetside to Arma and WW2O... It is a lot closer to Battlefield than Arma/opflash/WW2O which are in another league of sophistication (to the point they can be called sims, not action games).

Funny.  I didnt think I was comparing it, since the game doesnt actually exist yet.
It was a hypothetical design comparison based on the assumption they'd consider going 'niche.'  I used the sim comparison to just drive a point, which was they can up the ante and challenge the player in some format w/o losing their playerbase, as long as they take the time to incorporate the casual/new player gently.

FPS's typically dont have the luxury an RPG does with regards to easing a player into a world/playstyle.  You drop in with a gun and that's it.  You perform or die.  What I was alluding to is that it doesnt have to be that way (and it's not in games like WW2O).  So instead of dumbfucking the game into oblivion so that weekend warriors can feel like a special snowflake, they CAN make their game a real challenge and let the newb earn his mettle through informed trial via the tools I cited.

Ok so enough monday morning developing for me.   :oh_i_see:  As Haemish says it's entirely fruitless anyways.  It'll be a generic SOE shooter with a pasted on Settlers of Cataan world map and that's likely it.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 03, 2012, 09:24:18 AM



Title: Re: Planetside 2
Post by: Speedy Cerviche on February 03, 2012, 12:56:50 PM
mmm quad stunts


Title: Re: Planetside 2
Post by: Ghambit on February 04, 2012, 10:59:00 AM
So if they wanna creep players and box sales from games like BF3 and CoD, why are they making it F2P? 

Because nobody is paying to play BF3 or CoD multiplayer monthly, and one of the big hindrances to PS1's success was that FPS games were sold with multiplayer as a free add-on, not a subscription service. The market was not prepared or wanting a subscription fee to play.

Ya kinda sorta missed my point.  The point was if they were going to go the simplistic route they might've been better off just charging a box fee.  Dollhouse F2Ps (wherein the microtrans is only cosmetic) don't work if they lack depth in gameplay and crafting (something PS2's design is seeming like).   So if they're going the BF3 route, well... uhh why would people utilize the microtrans?   They'd be better off charging for the box (just like BF3/CoD) but say $30, and then maybe a $5 monthly or something.

The business logic just fails.  "Let's make an MMO like BF3, but make it FREEEEEEEEEEE."  I don't see how the moneytrain rolls here unless they DLC like they did with CoreCombat, which was a terrible choice in itself.

Essentially it might be wiser to just take people's money and run is what I'm sayin.  :oh_i_see:  The game has enough momentum to do that at least for a quarter, then pull the F2P switch like everyone else seems to be doing.


Title: Re: Planetside 2
Post by: HaemishM on February 04, 2012, 01:48:22 PM
The business logic just fails.  "Let's make an MMO like BF3, but make it FREEEEEEEEEEE."  I don't see how the moneytrain rolls here unless they DLC like they did with CoreCombat, which was a terrible choice in itself.

Essentially it might be wiser to just take people's money and run is what I'm sayin.  :oh_i_see:  The game has enough momentum to do that at least for a quarter, then pull the F2P switch like everyone else seems to be doing.

That's kinda my point with saying "Well, SOE." There's lots of better decisions to be made on this title from the business plan to the IP to just about everything. But SOE. It's Smedley's pet IP so it's got his backing, it has enough of a core following for someone above him to buy that it might be a money maker if Smedley points to the successes of BF3 and the CoD series. However, it does sound suspiciously like every decision they are making along the way, INCLUDING actually calling it Planetside 2, is a compass pointing to magnetic wrong.

Or, in other words, LOL SOE.


Title: Re: Planetside 2
Post by: UnSub on February 05, 2012, 01:47:52 AM
The major issue that any MMOFPS has to deal with is baby-eating i.e. the erosion of new players who are crushed by the more experienced / overpowered players.

Being F2P means a lot of PS2 trialists will be available, but how many stick around depends a lot of SOE's design decisions about making the game engaging even when you are losing.

I don't think SOE will be able to master that problem.


Title: Re: Planetside 2
Post by: 01101010 on February 05, 2012, 03:45:24 AM
The major issue that any MMOFPS has to deal with is baby-eating i.e. the erosion of new players who are crushed by the more experienced / overpowered players.

Being F2P means a lot of PS2 trialists will be available, but how many stick around depends a lot of SOE's design decisions about making the game engaging even when you are losing.

I don't think SOE will be able to master that problem.

PS1 dealt with that problem already, and quite successfully. Too bad SOE seems to have forgotten about it.


Title: Re: Planetside 2
Post by: UnSub on February 05, 2012, 05:13:39 PM
I'd be interested to hear how you think PS1 solved that problem, given that PS1 is generally considered to be a quirky semi-failure of a MMO title in terms of player base (and paying a sub fee for an FPS was part of the issue there).


Title: Re: Planetside 2
Post by: 01101010 on February 05, 2012, 05:34:53 PM
I'd be interested to hear how you think PS1 solved that problem, given that PS1 is generally considered to be a quirky semi-failure of a MMO title in terms of player base (and paying a sub fee for an FPS was part of the issue there).

PS1 had its problems most of which have already been spoken about at length. However, there was very little in the way of "new players who are crushed by the more experienced / overpowered players."


Title: Re: Planetside 2
Post by: Lantyssa on February 06, 2012, 06:00:33 AM
That's because there weren't a lot of new players...

However I'd say that is patently false.  Now if a new player got in a good squad, they could do pretty well, however if one didn't make that connection quickly, they could quite easily be crushed and discouraged.


Title: Re: Planetside 2
Post by: shiznitz on February 06, 2012, 06:05:48 AM
A solo new player and a solo old player were on the same level of screwed though, excepting cloakers and aircraft.  Put a newbie who does what he is told in a good squad and that newbie could contribute.  The experience of other players raised his game.  Put a newbie in the middle of a tower fight and he will get some kills and have some fun.

The fact that the fodder program worked pretty well suggests that there was enough fun in low skill action to get people to sign on.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 06, 2012, 06:40:58 AM
As long as they don't decide to add high level or "premium" weapons that are superior to starting weapons... any newbie should be able to pick up a rifle or rocket launcher, hit a "jump to action" button, start pew pewing and pick up some kills if his aim is decent. When he decides he wants another layer of sophistication he can go find some outfit that runs stormtrooper or commando squads, or that is involved in strategic command organizations.

My big worry with the F2P model is SOE will always be tempted to juice their revenues by adding shop items that are not just aesthetic or gimmicky variants with downsides pros/cons, but pure upgrades to normal ones, a straight up rifle +1.


Title: Re: Planetside 2
Post by: 01101010 on February 06, 2012, 06:49:32 AM
That's because there weren't a lot of new players...

However I'd say that is patently false.  Now if a new player got in a good squad, they could do pretty well, however if one didn't make that connection quickly, they could quite easily be crushed and discouraged.

I am speaking solely about the playing field in a fire fight. A new player that did the "tutorial" around Sanc would come out @ lvl 7 and enough certs to pick up medium assault rifle, cloaker, engy tools, even a MAX unit. That person could go into a battle with level 20s and compete due to the horizontal leveling scheme. Gaining levels granted you a bit more toys, but everyone pulled from the same toybox. Now if the person completely sucks at shooters, then he or she will have a rough time of it. However, you can compete right out of the box with someone who has been in the game for months. Add in the fact squads and platoons were only really hampered by a person's skill in the PS environment and not their player level since you could hold your own even with a limited equipment list.


Title: Re: Planetside 2
Post by: Lantyssa on February 06, 2012, 07:10:14 AM
Yes, if one is good at games, follows the tutorial, and/or joins a good squad, they can do quite well as a newbie.  For a game looking to reach critical mass, none of these things can be assumed.

The fodder program worked because there were a massive amount of people around.  Tons of them weren't very good at the game.  There were enough of them that being a vet only gave a slight advantage to their numbers, and being a newbie meant you had ample targets to shoot.  In a stagnating game where the barrier to entry is $15, new or old, the difference in experience is much more significant.


Title: Re: Planetside 2
Post by: 01101010 on February 06, 2012, 07:56:23 AM
Yes, if one is good at games, follows the tutorial, and/or joins a good squad, they can do quite well as a newbie.  For a game looking to reach critical mass, none of these things can be assumed.

The fodder program worked because there were a massive amount of people around.  Tons of them weren't very good at the game.  There were enough of them that being a vet only gave a slight advantage to their numbers, and being a newbie meant you had ample targets to shoot.  In a stagnating game where the barrier to entry is $15, new or old, the difference in experience is much more significant.

Exactly on it. Population is very important. I was just commenting on the even field of access to equipment, which leaves the rest to the player's skill level. Having a target rich environment will always heighten the enjoyment... especially on a battlefield the size of a continent.


Title: Re: Planetside 2
Post by: Ghambit on February 06, 2012, 10:25:51 AM
Speaking of target-rich environment.  Note that PS2 is going more "open terrain" with their combat rather than choking it up.  If they don't get their critical mass of players this means they'll probably have to resort to "Area of Operations/Attack Order" type play, wherein you cant even combat in certain areas unless command gives a parceled attack order.  Otherwise it'd end up just being squad-based warfare and solo-cloaked takeovers.

Reminds me of a few nights of WW2O before they put in AO's, we used to screen our main attacks with 2-3 man squads sent to uncontested zones.  Run around, set off the alarm, cap a few things, etc.  Generally making ourselves look bigger than we were.  Good times.  That all ended when they realized they didnt have the playerbase to combat those tactics given the size of the battlespace.

Same thing could will happen to PS2.

Actually, have they even said whether or not they're gonna have AO's?  Or is it just going to be command level mission-based?
/iwouldliketoknowmore


Title: Re: Planetside 2
Post by: Mrbloodworth on February 06, 2012, 10:32:22 AM
Speaking of no Vehicle enter/exit animations.

Weapons and gear will magically pop out of your ass. Instead of being shown on the player as before.

 :facepalm:


Title: Re: Planetside 2
Post by: shiznitz on February 06, 2012, 10:39:09 AM
Speaking of no Vehicle enter/exit animations.

Weapons and gear will magically pop out of your ass. Instead of being shown on the player as before.

 :facepalm:

What the fuck are they saving by not doing this?  In this era of 8GB RAM PCs and 2GB RAM vid cards, WHAT THE FUCK?


Title: Re: Planetside 2
Post by: 01101010 on February 06, 2012, 10:45:19 AM
Speaking of no Vehicle enter/exit animations.

Weapons and gear will magically pop out of your ass. Instead of being shown on the player as before.

 :facepalm:

What the fuck are they saving by not doing this?  In this era of 8GB RAM PCs and 2GB RAM vid cards, WHAT THE FUCK?

MOAR PLAYERZ ON DA SKREENZ!!

This game is going further down the ferrit hole, the more they talk about this stuff.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 06, 2012, 10:45:58 AM
Its a huge change to the game play ( Like animation removal ) that will impact the game. They are likely saving about 4 bits and a few thousand polygons. woo? This way people can jump out of planes, shoot bazookas, and jump back in the plane. How awesome.


Title: Re: Planetside 2
Post by: Ghambit on February 06, 2012, 10:49:45 AM
But wait, I cant show off my gear if I'm just standing around?  Ummm,  :headscratch:
What will I spend my RMT on then?  :oh_i_see:


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 06, 2012, 11:38:49 AM
The textures they save on not displaying weapons will be used for a variety of zany hairstyles and accessories (monocles anyone?) available at the RMT store.


Title: Re: Planetside 2
Post by: shiznitz on February 06, 2012, 11:43:14 AM
Well then, as long as I can buy a purple dildo sword a la Saint's Row, I can live with that...


Title: Re: Planetside 2
Post by: 01101010 on February 06, 2012, 12:44:13 PM
I think what irks me a bit more is Matt's nonchalant way of addressing this stuff. "oh and we don't have vehicle boarding animation" was said in the same tone as someone describing the color of the pavement during Mardi Gras parades. Then he is shocked that they matter because to him and the team, this is the stuff deemed superfluous enough to not give a shit about... which I see everything but the pew pew in this game becoming very quickly.


Title: Re: Planetside 2
Post by: Ingmar on February 06, 2012, 01:18:23 PM
If a solo player can't contribute/feel like he's not getting destroyed constantly, game fails. Full stop.


Title: Re: Planetside 2
Post by: shiznitz on February 06, 2012, 02:12:19 PM
If a solo player can't contribute/feel like he's not getting destroyed constantly, game fails. Full stop.

True.  Every MMO that has even a modicum of success these days (and years) has a solid solo game option up to a certain level.


Title: Re: Planetside 2
Post by: Venkman on February 06, 2012, 05:07:02 PM
Solo Planetside sucked. But it kinda needed to. They really didn't have enough to sink it into clever AI scenarios that mimic'd real world game play. I actually remember soloing not being all that bad if you were smart enough to watch what others were doing, didn't embarass yourself so they invited you in, and then paid attention to chat.

If you weren't willing to try and fit in, you weren't really right for the game. And besides, there's a whole other genre for you anyway.

Whatever happened to PS2 just being an engine upgrade of PS1? Did they toss the engine and inherit/buy/license something that has fewer capabilities? Aside from raw ignorance, that's about the only reason I could see them even contemplating these arbitrary changes.


Title: Re: Planetside 2
Post by: Ingmar on February 06, 2012, 05:08:14 PM
The reason they're contemplating these changes, is they want customers. PS1 vets are not a customer base.


Title: Re: Planetside 2
Post by: Typhon on February 06, 2012, 05:11:36 PM
To say it another way, "it's just an upgrade to PS1" is bullshit they fed the fans of PS1 so they didn't throw those potential sales away, with, "COD and Battlefield made a load of cash, what IP do we have sitting on the shelf that we could use", being the business plan.


Title: Re: Planetside 2
Post by: Slayerik on February 06, 2012, 05:24:27 PM
The reason they're contemplating these changes, is they want customers. PS1 vets are not a customer base.

Hmm, wonder how many people tried PS1?


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 07, 2012, 06:45:14 AM
Solo Planetside sucked. But it kinda needed to. They really didn't have enough to sink it into clever AI scenarios that mimic'd real world game play. I actually remember soloing not being all that bad if you were smart enough to watch what others were doing, didn't embarass yourself so they invited you in, and then paid attention to chat.

If you weren't willing to try and fit in, you weren't really right for the game. And besides, there's a whole other genre for you anyway.

huh? This is the hardcore mindset of someone playing a small/elitist game where everyone is a vet player...

if PS2 is actually a success, has a few 100k players and growing at a healthy clip due to positive rep and ongoing development, then any player should easily be able to login "solo", hit instant action and spawn at some part of the map with heavy battle involving hundreds of players where he can easily join the frontlines at start pew pewing at guys in different colours.   


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:05:14 AM
if PS2 is actually a success, has a few 100k players and growing at a healthy clip due to positive rep and ongoing development, then any player should easily be able to login "solo", hit instant action and spawn at some part of the map with heavy battle involving hundreds of players where he can easily join the frontlines at start pew pewing at guys in different colours.   

I agree with this completely.  My biggest concern with this game is the ability of the vocal minority to turn off potential casual customers.  In order to be a commercial success, this game needs to be approachable and fun for the casual player.  The PS1 base wants a game that will fill their desire for hardcore clan on clan battles that are meaningful.  I don't know how you can design a system that both satisfies the hardcore PS1 base while also being approachable to the uninitiated person contemplating giving this game a try casually. 

I have to imagine that the marketing people want to target the casual crowd to make their sales goals while also placating the hardcore base with just enough nostalgia to have them believing it's a streamlined version of the original.  What that means for the final product could be interesting.  In attempting to make everyone happy do they alienate new players, their base, or everyone?


Title: Re: Planetside 2
Post by: Surlyboi on February 07, 2012, 07:09:55 AM
Fuck that shit.

I soloed or duoed a lot with the ex and we kicked a fuckton of ass. It could be done, you just had to play smart.

That said, killing the little details that made the game, like visible weapons and boarding animations is just stupid and does fuckall for getting more people to sub to the game.

Like Haemish said, "LOLSOE".


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:16:41 AM
Fuck that shit.

I soloed or duoed a lot with the ex and we kicked a fuckton of ass. It could be done, you just had to play smart.

Well... are they targeting the MMO crowd or the FPS crowd?  The FPS crowd won't pay a monthly sub fee for their fix and the MMO crowd is pretty terrible at PvP.  

The fact that you could compete as a solo may speak to your ability.  I doubt the people I see in MMO pvp would be as successful.  If that's the case, they won't be around after the free month. MMO gamers are fickle and will only play the role of the 'sheep' if they believe it will eventually lead to them getting to be the wolves.  


Title: Re: Planetside 2
Post by: Sky on February 07, 2012, 07:20:24 AM
PS1 had a strong solo game. Not sure if your experiences are colored by playing with an outfit.

From just tagging along with outfits in my rexo/thumper setup to 1v1 stealth sieges; there was a lot you could do solo that was both fun and contributed to the bigger picture.

The things I liked least about PS were people playing for experience rather than tactics; and tangentially off that, people not defending critical bases.

And the caves.


Title: Re: Planetside 2
Post by: Malakili on February 07, 2012, 07:21:30 AM


Well... are they targeting the MMO crowd or the FPS crowd?  The FPS crowd won't pay a monthly sub fee for their fix and the MMO crowd is pretty terrible at PvP.  

The fact that you could compete as a solo may speak to your ability.  I doubt the people I see in MMO pvp would be as successful.  If that's the case, they won't be around after the free month. MMO gamers are fickle and will only play the role of the 'sheep' if they believe it will eventually lead to them getting to be the wolves.  

I think the bigger issue is just type of approach required.  You will get to be the wolf - if you actually try.  If you just expect to get there by simply investing hours, then you won't.  You probably need to actually learn to play the game and make good decisions about where to go and what to do - especially if you plan on playing solo in a team game.  


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2012, 07:26:55 AM
SOE seems to honestly think they will be able to compete with console shooters. At least that is how it feels, especially when I hear Higby speak. I am really just completely stunned that some of the original dev team from PS are actually onboard with this bastardization of the game. As someone said in PS-Universe: welcome to Battlefield: Auraxis. Played for 2 weeks, forgotten about in 2 months...


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:33:58 AM
Sub fee is not an issue for PS2. Stop bringing it up. Its about the only sensible thing about this design. Its the number two issue for many that tried the game, the #1 issue was responsiveness, compared to smaller session based games. The overall design was not the issue. Fodder system proved this.

Planetside was about team play and moving your empire forward on the field. Battlefield is about Soloists and personal kill counts. This is not Through mindset of the users, but insistence of the game design. This does not remove your ability to solo play the game, or simply log in for some pew pew, its simply not the focus of the game, nor will you be the most effective at changing the course of the war. This was PART of the design, it was part of the beauty of it.

There is no way to code for someones personal ability to play a genre, its a non-issue. It is not related to the game ALLOWING you to play solo. You can not attach the two things.

You guys are bringing up issues that didn't happen.

I agree with this completely.  My biggest concern with this game is the ability of the vocal minority to turn off potential casual customers.  In order to be a commercial success, this game needs to be approachable and fun for the casual player.

PS1 WAS assessable to casual players, once they got past the pay wall. The support side of the game, as well as systems like instant action, auto outfits and open squads* all helped this.

* Open squads. Once you log in, you are greeted by a window that listed EVERY SQUAD in the game, the location, and what roles they need. You could do this from anywhere in the game. No outfit required. You could be just as detached to the squad as you can in every session based game.


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:37:00 AM
I think the bigger issue is just type of approach required.  You will get to be the wolf - if you actually try.  If you just expect to get there by simply investing hours, then you won't.  You probably need to actually learn to play the game and make good decisions about where to go and what to do - especially if you plan on playing solo in a team game.  

Do you really believe that the average MMO gamer will get to be the wolf with practice?  I don't believe it for a second.  That's like saying that the average driver will become racetrack certified with time and practice.  Some people have a natural gift for gaming.  Many of those people gravitate to FPS games.  I consider myself a pretty solid MMO pvp'er and I get DESTROYED by Schild and his friends when I step into an FPS.  Having the skill to adapt to both twitch and a tactical environment is a skill set that a minority of gamers possess.  I don't know how SOE plans to keep them in a target rich environment.  

In other words, about 15% of your potential customers will be skilled at your game.  How do they plan to keep the other 85% paying the bills?


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:38:24 AM
What the hell is this wolves shit?

Planetside was balanced. It was a horizontal progression, there was no power increases*. YOU CAN NOT CODE FOR TIME SPENT WITH ANY TITLE. There is no nanny state for gaming, other than facebook.



* Planetside 2 has power increases. Joy.


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:40:00 AM
PS1 WAS assessable to casual players, once they got past the pay wall. The support side of the game, as well as systems like instant action, auto outfits and open squads* all helped this.

Here's the hurdle I'm trying to get past.  I loved BF1942 and played the hell out of it for years.  I didn't last a month in PS1 and I love both shooters and MMO's.  Why wasn't the game sticky for me?  I would think that I'm their target audience.  I enjoy tactical shooters and I love MMOs.  Still, I feel like this game is designed for someone else.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:41:47 AM
Because you are a soloist. I know this, because we have gamed together before. Love yah, but dude. If you can't personally Rambo in, drop 10 guys, hack the console and fly away in the sunset. You don't last long. You can do all that in traditional Session based games were it does not matter afterwords.

MMO's are the antithesis of playing alone together, you are a unique snowflake. You can't loose. Rock on you diamond.

 :heart:


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:42:00 AM
What the hell is this wolves shit?

Planetside was balanced. It was a horizontal progression, there was no power increases*. YOU CAN NOT CODE FOR TIME SPENT WITH ANY TITLE. There is no nanny state for gaming, other than facebook.

We're talking past each other.  I'm not talking about wanting a power/gear curve.  I think that stuff has no place in a pvp game.  I'm saying that MMO gamers want certain things. If SOE wants to attract their attention, they're going to either make concessions to improve their subscriber numbers or be satisfied as a niche title.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:43:39 AM
Fuck MMO gamers.

About the only concession to the MMORPG fans given was the Bloom, support roles, and long TTK.


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:44:33 AM
Because you are a soloist. I know this, because we have gamed together before. Love yah, but dude. If you can't personally Rambo in, drop 10 guys, hack the console and fly away in the sunset. You don't last long. You can do all that in traditional Session based games were it does not matter afterwords.

MMO's are the antithesis of playing alone together, you are a unique snowflake. You can't loose. Rock on you diamond.

 :heart:

I played DAoC as part of a dedicated group for almost 6 years.  I don't think you know how I play pvp games.  Besides, how I play has no bearing at all on the discussion I'm trying to have.  I'm asking how SOE is planning to make this a 500k sub game?  I don't see them doing it by reskinning PS 1.  There just isn't the market for a game like that beyond the first month or two.  


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:45:33 AM
DAOC was an RPG.


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:46:33 AM
Fuck MMO gamers.

FPS players won't play PS2.  They have no incentive to play a slower game for a monthly fee.  That leaves MMO pvp enthusiasts as the most likely target for increasing your player numbers.  

Did I miss something?  PS1 wasn't very successful.  Redoing it is going down the same path unless they change their model.  


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:47:53 AM
DAOC was an RPG.

Well, we sure as hell never played an FPS together.  I'm not even sure what games we played together... maybe Rift? 


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:50:04 AM
Besides, how I play has no bearing at all on the discussion I'm trying to have.

Indeed it does.

We have two schools of design going on here.

Battlefield/Session based games:
Solo, power progression, short play times, no teamwork required ( But possible ), Playing alone together. Kill counts main goal. No inclusion of less skilled "twitch" gameplay.

Planetside one:

Team based. Long and short play times supported. Teamwork required for higher level goals. Combined arms. Long term tactics, logistics, cross outfit coordination. Specialization of roles on a squad/outfit level. War over all goal. Inclusion of less skilled "twitch" game play.

FPS players won't play PS2.  They have no incentive to play a slower game for a monthly fee.  

Quote
Sub fee is not an issue for PS2. Stop bringing it up.


It amazes me that some of you keep complaining about "Hardcore" when, planetside was much more casual than most FPS are. WAAAAAAAAAAAAAaayyyyyyyyyyyyyyyyy more casual. The learning curve was not nearly as bad as most FPS are. Not by a long shot. Larger campaign game notwithstanding.


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 07:54:18 AM
We have two schools of design going on here.

Battlefield/Session based games:
Solo, power progression, short play times, no teamwork required, Playing alone together. Kill counts main goal. No inclusion of less skilled "twitch" gameplay.

Planetside one:

Team based. Long and short play times supported. Teamwork required for higher level goals. Combined arms. Long term tactics, logistics, cross outfit coordination. Specialization of roles on a squad outfit level. War over all goal. Inclusion of less skilled "twitch" game play.

Based on precedent, which model is more likely to attract the largest following?  That's the question I've been asking all morning. I believe that it's the first and you're arguing that it's the second.  The only successful implementation of the second that I can recall would be EvE and it's a very different type of game.  Besides, would SOE be satisfied with PS2 getting EvE numbers?  Perhaps they would.

I also think that your love for PS clouds your objectivity.  I never felt like I was part of a war in PS.  Never.  I felt like I was collateral damage the entire month I tried to play the game.  There was nothing about the game that kept me wanting to play.  Nothing.  I should have loved the game yet I felt nothing for it.  I'm still not sure why it left me so cold.  Looking at the numbers, I wasn't alone in feeling this way.


Title: Re: Planetside 2
Post by: Malakili on February 07, 2012, 07:57:17 AM

Based on precedent, which model is more likely to attract the largest following?  That's the question I've been asking all morning. I believe that it's the first and you're arguing that it's the second.  The only successful implementation of the second that I can recall would be EvE and it's a very different type of game. 

Its obvious that the former will, but its also obvious that the former already exists.  So, PS2 should try to do something different, and well, and deal with the fact that they aren't going to sell CoD levels of boxes, rather than trying to be CoD + MMO and pleasing absolutely no one.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 07:58:49 AM
Of course the first. Because there is no other precedent. Ps1 had to many things blocking it. The best showing they had was Fodder program, that went over gangbusters. I have never once argued that BF/COD was not successful.

I also think that your love for PS clouds your objectivity.  I never felt like I was part of a war in PS.  Never.  I felt like I was collateral damage the entire month I tried to play the game.  There was nothing about the game that kept me wanting to play.  Nothing.  I should have loved the game yet I felt nothing for it.  I'm still not sure why it left me so cold.  Looking at the numbers, I wasn't alone in feeling this way.

Likely the shit I have been talking about.  Monthly fee. Bad responsiveness compared to other games. And you are a staunch soloist. Why play PS when you had BF?


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 08:02:25 AM
Again, we're talking past each other.  I'm not trying to discuss what would be the most interesting or the best way to design the game.  I'm asking if this type of model can be a financial success?  I honestly thought that WWII Online would be massively successful... until I saw its implementation.  It's an incredible game with a very limited market.  I fear that PS2 will be the same. 


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 08:04:41 AM
Implementation is key.

Planetside, for the vast majority of users. Failed on implementation, not design. Hence why this throwing out the baby with the bathwater annoys me to no end.

Update the implementation. Modernize the payment models. Do not make a persistent Battlefield. We already have M.A.G.


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2012, 08:11:39 AM
Its obvious that the former will, but its also obvious that the former already exists.  So, PS2 should try to do something different, and well, and deal with the fact that they aren't going to sell CoD levels of boxes, rather than trying to be CoD + MMO and pleasing absolutely no one.

I believe we have been making the same argument with DIKU games. Everyone is willing to chase front runner and try emulating them as close as they can but try to wear a different mask. It's similar to going for the knockoff cereal rather than the name brand - technically it is cereal, but the flavor/texture is all wrong. Gaming companies have stagnated into chasing their own carrots rather than actually do something different/out-of-the-box. PS and the world war game are the only ones I know that attempted to make the shooter part a mechanic to a greater RTS war-style game where players were a unit of the whole. So SOE takes a chance, goes with the original idea behind PS and gets crucified as not paying enough attention to FPS players and solo-k/d artists, or they go with shooter first and skim down the war part to basic battle lines where killcounts > the war effort and get crucified by the PS veterans and slammed by FPS players for being just like the namebrand cereal but doesn't feel right.

SOE shows they are going with the second option so I fully expect them to implode in two months after (if) this gets released. A main glaring point that I feel is overlooked is the fact this is a PC game. No way you can keep a population up and gaining on a typical shooter when your primary competition is a full contingent of console shooters.


Title: Re: Planetside 2
Post by: Malakili on February 07, 2012, 08:13:17 AM
Again, we're talking past each other.  I'm not trying to discuss what would be the most interesting or the best way to design the game.  I'm asking if this type of model can be a financial success?  I honestly thought that WWII Online would be massively successful... until I saw its implementation.  It's an incredible game with a very limited market.  I fear that PS2 will be the same. 

Well, it depends on what they need for a financial success.  If they are banking on millions of players, then I'm fairly certain they won't make a game I'm interested in playing.  If they aren't being stupid, and are making a game that can be successful with maybe 10% of that, then they can.  WWII Online is one of my favorite MMOs ever, and while Planetside 2 will need more subs than that (which I think it will, it isn't going to be anywhere near as niche as WWIIO regardless of which of these directions it takes), it can still really learn a lot from it, particularly its later life.   If you make a solid game that knows what its market is, you can have a financially successful game even with a relatively small player base.   If their financial plan is "we're spending a fuck load of money on this and hopefully CoD players like it" then frankly it literally doesn't mater what type of model they use, because they have already failed.


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 08:21:36 AM
I believe that some of this boils down to the psychology of today's gamer.  The larger the scale of any conflict, the smaller the impact of the individual.  People don't want to play a game where they're a pawn on the chessboard.  They want to be the hero.  If change occurs in their game, they want to play a pivotal role in it.  Few people have the ability to do what needs to be done to get the win for the team or play the unsung hero.  War requires many unimportant jobs to be carried out for the success of the overall plan to be ensured.  If you're going to get gamers to log on and play these roles, you're going to have to give them some reason to be happy with not being the QB of the team.  Clans have this built in.  Large scale wars will work fine for players that are already attached to a larger contingent.  The key will be in finding ways to attach players to those contingents without making them feel like temp employees at a corporation.  

Well, it depends on what they need for a financial success.  If they are banking on millions of players, then I'm fairly certain they won't make a game I'm interested in playing.  If they aren't being stupid, and are making a game that can be successful with maybe 10% of that, then they can.  WWII Online is one of my favorite MMOs ever, and while Planetside 2 will need more subs than that (which I think it will, it isn't going to be anywhere near as niche as WWIIO regardless of which of these directions it takes), it can still really learn a lot from it, particularly its later life.   If you make a solid game that knows what its market is, you can have a financially successful game even with a relatively small player base.   If their financial plan is "we're spending a fuck load of money on this and hopefully CoD players like it" then frankly it literally doesn't mater what type of model they use, because they have already failed.

This is SOE.  Do you think that they plan to have a successful niche title here?  I don't think they have the collective wisdom to develop a game for a small dedicated crowd.  I'm betting that they plan to swing for the fences... and that's precisely why I'm expecting to be disappointed by their implementation. 


Title: Re: Planetside 2
Post by: Malakili on February 07, 2012, 08:28:04 AM

This is SOE.  Do you think that they plan to have a successful niche title here?  I don't think they have the collective wisdom to develop a game for a small dedicated crowd.  I'm betting that they plan to swing for the fences... and that's precisely why I'm expecting to be disappointed by their implementation. 


It seems unlikely, but then it leaves us all basically with the same conclusion: The game is doomed.

At that point we can talk about what we'd like to see in the game just on principle or just let the thread die...and well, I think we know which of those this community will do.


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2012, 08:32:19 AM
I believe that some of this boils down to the psychology of today's gamer.  The larger the scale of any conflict, the smaller the impact of the individual.  People don't want to play a game where they're a pawn on the chessboard.

This is primarily why I played PS, religiously, for 12-16 hours a day that summer. Because I could work behind the scenes and make an impact without having to be a star. Sure, I would have a crazy run now-and-then, but the most part, I was hacking towers 2 steps ahead of the battle and setting up defenses so we had spawn points and forward advancement points. Every so often, I'd get a tell thanking me for the AMS placement - but it was more about taking the base than the accolades. I know I am in the minority when it comes to FPS games, but that is why I played the hell outta PS.


Title: Re: Planetside 2
Post by: Malakili on February 07, 2012, 08:35:44 AM
I believe that some of this boils down to the psychology of today's gamer.  The larger the scale of any conflict, the smaller the impact of the individual.  People don't want to play a game where they're a pawn on the chessboard.

This is primarily why I played PS, religiously, for 12-16 hours a day that summer. Because I could work behind the scenes and make an impact without having to be a star. Sure, I would have a crazy run now-and-then, but the most part, I was hacking towers 2 steps ahead of the battle and setting up defenses so we had spawn points and forward advancement points. Every so often, I'd get a tell thanking me for the AMS placement - but it was more about taking the base than the accolades. I know I am in the minority when it comes to FPS games, but that is why I played the hell outta PS.

Yeah, this is the reason the aforementioned WWIIO and EVE are 1 and 2 for my favorite MMOs I've played.   Maybe this also explains my propensity to play healers even in DIKUs.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 08:44:52 AM
I got 5$ on medics will be tossing out packs on the ground. Also, ammo will never be an issue.



Title: Re: Planetside 2
Post by: Engels on February 07, 2012, 08:54:21 AM
I alternated between solo play and squad play in PS1. I don't think solo play was a failure, if you were actually paying attention to the greater picture on the battle field and picked the right role for whatever was needed at the time. Yes, of course group play was more productive, but even as a solitary grunt amid the firefights you were still part of a 'team effort' unless you were being willfully blind and just did whatever you felt like.

In that sense, sure, PS1 didn't reward solo play. At the same time, do I really want to play a multiplayer game that rewards ononastic narcissism?


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2012, 08:54:37 AM
I got 5$ on medics will be tossing out packs on the ground. Also, ammo will never be an issue.

I got $5 that you and I will never play this game.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 08:56:25 AM
This is primarily why I played PS, religiously, for 12-16 hours a day that summer. Because I could work behind the scenes and make an impact without having to be a star. Sure, I would have a crazy run now-and-then, but the most part, I was hacking towers 2 steps ahead of the battle and setting up defenses so we had spawn points and forward advancement points. Every so often, I'd get a tell thanking me for the AMS placement - but it was more about taking the base than the accolades. I know I am in the minority when it comes to FPS games, but that is why I played the hell outta PS.

I'm with you and Malakili as well.  I was very attracted to WWIIO for this reason.  I like to be a cog in the machine.  I also agree that we are in the minority, though maybe the minority is bigger than I originally thought.  

I'd love to see PS2 turn out to be a great game.  I'm just losing my faith in expecting gaming companies to produce the kind of games that I'd enjoy.  They're after $$$ and I can't blame them for it.



Title: Re: Planetside 2
Post by: Trippy on February 07, 2012, 09:00:31 AM
Planetside was balanced. It was a horizontal progression, there was no power increases*.
There is/was for commanders. Which is why when I played people in your own faction would get all pissy at you if you captured bases in an efficient manner.


Title: Re: Planetside 2
Post by: Engels on February 07, 2012, 09:00:58 AM
I guess that I'm a bit puzzled by SOE if the doomsayers are right; why even call it PS2 if they are going to entirely ignore the original game's player base. Why not call it Battlefield of Duty : SOE Bad Company


Title: Re: Planetside 2
Post by: Malakili on February 07, 2012, 09:03:47 AM
SOE Bad Company

 :grin:


Title: Re: Planetside 2
Post by: HaemishM on February 07, 2012, 09:07:04 AM
Sub fee is not an issue for PS2. Stop bringing it up. Its about the only sensible thing about this design. Its the number two issue for many that tried the game, the #1 issue was responsiveness, compared to smaller session based games. The overall design was not the issue. Fodder system proved this.

Except when the fodder program ended, I still didn't see any fundamental shift in the number of subs for the game. Free brings lots of punters, but without microtrans, they didn't stay to pay.

Quote
Battlefield is about Soloists and personal kill counts.

You are wrong and your biases are showing.


Title: Re: Planetside 2
Post by: 01101010 on February 07, 2012, 09:11:29 AM

Quote
Battlefield is about Soloists and personal kill counts.

You are wrong and your biases are showing.

He might have been a bit off, but there is a big fuck difference between winning a map in a timed event and moving an evolving battlefield over the course of a few days to a week.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 09:12:54 AM
Planetside was balanced. It was a horizontal progression, there was no power increases*.
There is/was for commanders. Which is why when I played people in your own faction would get all pissy at you if you captured bases in an efficient manner.


What, the orbital strike? You know they nurfed the time on that so many times. Beyond that, you know WHY people got pissed if you capped a base efficiently? Because they were kill whoring. #sessionbasedmentality

You are wrong and your biases are showing.

I'm not. The games design is to reward solo play. Team work is possible, and powerful, but that's a rarity. Only time you see really tight teamwork is on private servers. Every other server is about kills, points, and Rambos and now XP.  The Design of those games is 100% geared to solo users. There is not one thing that requires cooperation pof more than one user. Stark contrast to games like Planetside, and even ET:QW.


Sub fee is not an issue for PS2. Stop bringing it up. Its about the only sensible thing about this design. Its the number two issue for many that tried the game, the #1 issue was responsiveness, compared to smaller session based games. The overall design was not the issue. Fodder system proved this.

Except when the fodder program ended, I still didn't see any fundamental shift in the number of subs for the game. Free brings lots of punters, but without microtrans, they didn't stay to pay.

The point it proved is not that they were going to convert people. But that the monthly fee was a huge, if not number one factor to acceptance.


Title: Re: Planetside 2
Post by: HaemishM on February 07, 2012, 09:18:43 AM
I guess that I'm a bit puzzled by SOE if the doomsayers are right; why even call it PS2 if they are going to entirely ignore the original game's player base. Why not call it Battlefield of Duty : SOE Bad Company

Because the Planetside IP was always a favorite of John Smedley's, and he's convinced a group of someone's that the IP still has marketability.


Title: Re: Planetside 2
Post by: Ghambit on February 07, 2012, 09:20:11 AM
This is primarily why I played PS, religiously, for 12-16 hours a day that summer. Because I could work behind the scenes and make an impact without having to be a star. Sure, I would have a crazy run now-and-then, but the most part, I was hacking towers 2 steps ahead of the battle and setting up defenses so we had spawn points and forward advancement points. Every so often, I'd get a tell thanking me for the AMS placement - but it was more about taking the base than the accolades. I know I am in the minority when it comes to FPS games, but that is why I played the hell outta PS.

I'm with you and Malakili as well.  I was very attracted to WWIIO for this reason.  I like to be a cog in the machine.  I also agree that we are in the minority, though maybe the minority is bigger than I originally thought.  


It's not that any of us are in the minority, it's that previous iterations of these designs didnt have the hardware/bandwidth to do what they were supposed to do.  Alongside that, they had to compete with a burgeoning DIKU market as well as a next-gen simFPS market.  Since both games live/die on the backs of their playerbase (there are no npcs and questie quests to do), if the playerbase doesnt consolidate around 1 game then the game dies.  Simple as that really.

So, what will get people to stick with the game?  They need to bring the grande strategy of ww2o and combine it with the smoother easy-to-play non-sim approach of ps1.  And that's it really.  All the other stuff is near meaningless (animations, cycler stats, etc.).  Beyond the former though, they're gonna HAVE to get used to regular content updates, namely which include changing the battlespace.  There's nothing worse then fighting for the same ground day in and day out.

Higby said they're combating this by utilizing terrain more than "points of interest" so that all that varied ground actually means something and can be useful, but it wont be enough to simply do this. (as ww2o has proven, no matter how big and usable your terrain is... people WILL get bored of fighting the same campaign).  They're gonna have to find interesting ways to change-up what people are fighting for.

I'd like to know also how they intend to combat playerbase fluctuations.  If an FPS game is devved for "x" amount of people and they get "y," they're gonna have to have an easy way of modding the game to accommodate the change.  WW2O lost a huge chunk of their playerbase when it took them the best part of a year to change the way the game worked...  no one wanted to play with the impending change looming overhead.  It was like raising a farmful of pets in SWG before they were killed off in the NGE/CU.

So PS2 needs to do all this more smoothly.  I know I'm not gonna get my sim-oriented scifi MMO, but I'm cool with that as long as I'm given a larger reason to keep playing.  And that's killing other people for kudos and taking their shit.  :drill:


Title: Re: Planetside 2
Post by: Ghambit on February 07, 2012, 09:23:39 AM
Oh, and I wanna nuke from orbit, scribble on maps, and yell at other squadleaders and stuff and shit.   :drill: :drill:


Title: Re: Planetside 2
Post by: Nebu on February 07, 2012, 09:24:01 AM
I'm also wondering how you combat the 3am attack strategy in these games.  War is all fine and good if your teams are playing 24/7.  What happens when your player population ebbs and flows like it does during work hours, prime time, and during school breaks?  How do you minimize the impact of these things so that players don't feel like the ground they gained in the last week was all lost in a 1h long, 3am raid?  


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 09:25:05 AM
You don't when it only takes one guy sitting on a flag.

/snippy


Title: Re: Planetside 2
Post by: Ghambit on February 07, 2012, 10:17:13 AM
I'm also wondering how you combat the 3am attack strategy in these games.  War is all fine and good if your teams are playing 24/7.  What happens when your player population ebbs and flows like it does during work hours, prime time, and during school breaks?  How do you minimize the impact of these things so that players don't feel like the ground they gained in the last week was all lost in a 1h long, 3am raid?  

The only true way is server globalization.  You'll have your eurasia crowd that'll pick up the slack offpeak but obviously that means delocalization and ping issues.  This is why I really didnt care much about big hitboxes, because the reality is to make your wargame FPS truly "global" in a net architecture, you'll pretty much HAVE to have them.

Anyways, typically your command lvl stuff would always include a european contingent to make sure you didnt get rolled overnight e.g. you'd coordinate with overseas people before logging off.  At least, if your side was smart.  In this sense, it's really not up to the developer to try and micromanage the off-peak outcome.  Let the players do it.

The other way is metering attack orders, which I've already gone into at length in the thread.  Your AOs would be determined by how much player resource you have available at the time.  Don't have a lotta people on?  You don't get to issue that many AOs.  SOE hasnt said yet if they're going to institute this or not; I'm betting they wont.



Title: Re: Planetside 2
Post by: Ratman_tf on February 07, 2012, 10:44:27 AM
I'm also wondering how you combat the 3am attack strategy in these games.  War is all fine and good if your teams are playing 24/7.  What happens when your player population ebbs and flows like it does during work hours, prime time, and during school breaks?  How do you minimize the impact of these things so that players don't feel like the ground they gained in the last week was all lost in a 1h long, 3am raid?  

IME Primetime Planetside was where the interesting stuff happened, Planetside After Dark was people picking apart the lattices and territories that Primetime left behind. PS was great at giving you goals, not necessarily having a persistent battlefield.


Title: Re: Planetside 2
Post by: shiznitz on February 07, 2012, 10:55:34 AM
I have never played CoD and BF.  Do those games have your gear visible?  If so, then if SOE is trying to tap that market, it makes even less sense to abandon it.  Do those games have vehicles?  If so, do they have animations?


Title: Re: Planetside 2
Post by: Sky on February 07, 2012, 11:08:57 AM
Last I played BF, you just popped into and out of vehicles.


Title: Re: Planetside 2
Post by: Ghambit on February 07, 2012, 11:14:01 AM
In an FPS, most of the time you wont be able to see yourself getting in/out of things anyways.   :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 11:24:12 AM
Not in PS. A Cinematic cam was used. This played to the immersion factor, creating a sense of ownership with that vehicle. Onlookers also would see you. This made it so pooping into a vehicle was not instant protection. The problem with lack of them, also means you will likely be able to press 1-9 to switch around in seats instantly. Something you can't do in Planetside one. The Bail mechanism also ensured that in some cases, you could not just jump out to avoid death, as it could malfunction depending on the damage sustained.

http://artbyniraj.blogspot.com/2011/03/planetside.html

It was an extremely important element to pacing, and the team play aspect of the vehicle designs.


Sturmgrenadier Planetside Video (http://youtu.be/rkmv8pSKZyo)

Black Widow Company PlanetSide Teamwork Video (http://youtu.be/YGhUXZ2g5ws)

DRUCKWELLE Planetside Teamwork Movie  (http://youtu.be/PIdve4PelVk)

 


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 07, 2012, 11:36:35 AM
I don't think it's a big deal... Outside of the small # of hardcore PS1 players I doubt many people care.


Title: Re: Planetside 2
Post by: Ghambit on February 07, 2012, 11:57:20 AM
I care, deeply so.  I'd love to have it... but it's not what's going to get people to keep playing the game.
What I'd really like are high-res functional cockpits with TrackIR support, but gl with that request in a sci-fi MMO.

Tbh, the best military "MMO" in a hardcore sim-sense was and still is Falcon4.0 (after fanmade patches).  And it's not even an MMO.  How sad is that?
If someone wanted to, they could fire up a robust Falcon server and entertain a few dozen folks indefinitely in a neverending dynamic coop campaign.  Complete with changing theaters, materiel, enemies, etc.  You could even link the theaters to a global strat. map and go even further.
God I miss those days.  :heartbreak:


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2012, 12:05:52 PM
Taken individually, it may not seem like much. But together those things are part of what made Planetside unique. Its a big part of why people are so attached to the game.


Title: Re: Planetside 2
Post by: Slayerik on February 07, 2012, 07:51:01 PM
I really do feel that the lack of vehicle animations does hurt this game. Part of it was the rush as you were repairing your magrider, and you saw that goddamn reaver coming in over the horizon.

FUCK FUCK FUCK GET IN GODDAMNIT

BA DOOM BA DOOM BOOOOM BOOOOOOOOOOM    DEAD


EDIT: And let me add that another thing that separated the good tank drivers from the bad was finding some tree cover to do repairs. All little things that made Planetside fucking awesome in my book. For 3-6 months anyway.


Title: Re: Planetside 2
Post by: Surlyboi on February 08, 2012, 12:19:50 AM
I don't think it's a big deal... Outside of the small # of hardcore PS1 players I doubt many people care.

You keep saying dumb shit, why?


Title: Re: Planetside 2
Post by: Venkman on February 08, 2012, 03:07:13 PM
Solo Planetside sucked. But it kinda needed to. They really didn't have enough to sink it into clever AI scenarios that mimic'd real world game play. I actually remember soloing not being all that bad if you were smart enough to watch what others were doing, didn't embarass yourself so they invited you in, and then paid attention to chat.

If you weren't willing to try and fit in, you weren't really right for the game. And besides, there's a whole other genre for you anyway.

huh? This is the hardcore mindset of someone playing a small/elitist game where everyone is a vet player...
Everyone else already responded, but let's be clear:

PS1 was multiplayer game by default. It wasn't a single player MMOG slapped with a multiplayer label and a few group-required content gates until you reached the rinse/repeat endgame. And it wasn't an FPS match where the only persistent thing was whatever XP you gained between worlds that ceased to be at the end of the fight.

Every fight was against a person, including anything they might have left behind. There was no soloing in PS1 in the way you would think of soloing in WoW. In WoW, nobody gives a shit when you took out some NPC rat. In PS1, there were no rats.

If you want to call that elitist play, you're misunderstanding the concept.


Title: Re: Planetside 2
Post by: Ingmar on February 08, 2012, 03:25:17 PM
When I said "solo" I was talking about "guy who logs in and doesn't have a guild or set group of people to play with". Can he hop on a transport somewhere and go shoot dudes and have fun without just getting constantly rolled? If he can't, game is dead. The end.

EDIT: Essentially it needs to be possible for someone to play like a pubbie in TF2 if they want anything like a big success. The structure has to be there to enable those people to have some amount of success.


Title: Re: Planetside 2
Post by: Malakili on February 08, 2012, 03:44:17 PM
When I said "solo" I was talking about "guy who logs in and doesn't have a guild or set group of people to play with". Can he hop on a transport somewhere and go shoot dudes and have fun without just getting constantly rolled? If he can't, game is dead. The end.

EDIT: Essentially it needs to be possible for someone to play like a pubbie in TF2 if they want anything like a big success. The structure has to be there to enable those people to have some amount of success.

There is no way to achieve this without either 1) Lots of servers ala TF2 that allows you to leave a server where some really good people are rolling you or 2) you have some kind of matchmaking/ranking system.   PvP in an open world MMO isn't balanced around the individual.  This is probably why it has historically done kind of poorly, but this is also why I say they should go for a smaller budget smaller pop game and do it right rather than spending a lot of money on something that isn't going to work. 

But, we've had that discussion already.  I agree with you for the most part, but I think I'd actually take it a step further, EVEN IF you can "solo" as you've described it(which I think is impossible, but for the sake of argument), the game is still hosed, because it still wont' be as good an experience for that kind of player than the other session based games anyway.  By definition these types of players don't care about the features that separate PS from those games, so that certainly isn't going to keep them around.


Title: Re: Planetside 2
Post by: Ingmar on February 08, 2012, 03:49:34 PM
Let me qualify then, he can be getting constantly rolled because his *side* is doing badly, but it shouldn't be because he's not participating in the larger social constructs/metagame.

EDIT: So for example, maybe the people who want to get all hardcore determine in some way where fights are happening, and what the consequences of a win/loss are, and then the sides are filled out by the pubbie types, etc.


Title: Re: Planetside 2
Post by: Ghambit on February 08, 2012, 03:54:53 PM
Sure a 'soloer' could just login and shoot dudes, but as soon as he picked a mission-op or outfit he'd be at the mercy of the commander no (unless he chose to ignore the CO)?  Much the same as 2142, BF3, etc.
As solo as you think it can be, it really never is.

And in the latter games a CO can boot you from the squad.   :oh_i_see:

I mean, you're pretty much nixing half the game when you decide to completely lone wolf it.  Remind me how the objective/mission system worked in PS1 (if there even was one).

Anyways:
Quote
The mission system in PlanetSide 2 is partly automated and partly controlled by commanders and outfits. It provides focal points for players to attack and defend and to help players get into the fight a lot quicker than the Instant Action button in PlanetSide

edit:
We had a LOT of lone wolf types in WW2O, but they were always still within a squad's AO.  For instance, we had this multi-accounted soccer mom who just liked to run gear by herself back and forth between fronts; she was solo but she was still contributing mightily.  Eventually though, they just formed a "Quartermaster" Division and made her run it.   :awesome_for_real:  Then she was no longer truly solo.



Title: Re: Planetside 2
Post by: Ingmar on February 08, 2012, 03:58:04 PM
Sure, all of that is true and it sounds like they've learned at least something based on that quote.

The idea I'm arguing against is the idea that it needs to be just like PS1. If it is just like PS1, it will end up just like PS1.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 08, 2012, 06:04:57 PM
Let me qualify then, he can be getting constantly rolled because his *side* is doing badly, but it shouldn't be because he's not participating in the larger social constructs/metagame.

EDIT: So for example, maybe the people who want to get all hardcore determine in some way where fights are happening, and what the consequences of a win/loss are, and then the sides are filled out by the pubbie types, etc.

The new mission system should do this. Its like a session, inside the wargame.


Title: Re: Planetside 2
Post by: 01101010 on February 09, 2012, 03:54:43 AM

The new mission system should do this. Its like a session, inside the wargame.

Global Agenda?


Title: Re: Planetside 2
Post by: Sky on February 09, 2012, 07:30:17 AM
When I said "solo" I was talking about "guy who logs in and doesn't have a guild or set group of people to play with". Can he hop on a transport somewhere and go shoot dudes and have fun without just getting constantly rolled? If he can't, game is dead. The end.
This.


Title: Re: Planetside 2
Post by: Ghambit on February 09, 2012, 09:16:15 AM
It's possible the mission system may be the ONLY way you can get into the action, and since objectives are likely linked to xp and resources, there's really no benefit (or way even) to solo.  You may THINK you're going solo when you're stealth-hacking by yourself, but there's likely at least a few other people on the same mission who can interact with you even if it's AI-generated.

So in the sense you guys are talking about, if you get "rolled" it's EVERYONE on-mission getting rolled... not just you.  Want a solo shooter?  Go play Deus Ex.  'Cause they're not building this one with soloers in mind.



Title: Re: Planetside 2
Post by: Sky on February 09, 2012, 09:44:42 AM
Not solo rambo, but as I said before, if I can't have an epic stealth hack/CE battle on the sidelines or just kind of tag along in a random fashion contributing to the general chaos; the game has failed for me.

If they build it just for PS1 vets, clans and organized players, they will fail. Period.

As you say, they will go play something else.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 09, 2012, 10:15:58 AM
The bigtime  PS1 fans here have their perspectives schewed because the game has been distilled down to just hardcore players for so long. If PS2 is modestly successfully, then the big frontline battles will be populated by large blobs of players where basically anyone can show up and start pew pewing (so solo players). This was kind of the original gimmick of PS1, as opposed to normal fixed slot servers. You have a giant ass battlefield that you show up to anytime, and it shifts around the world based on faction progress.

If you execute this part well (it was not executed well in PS1, which is why everybody left), and then add in depth options for more organized players, it could be a large success. It would be a huge mistake for SOE to overlook strategic and tactical depth, and just make a simplistic CoD clone. If they do it will kill replayability and retention. Even if the "solo" pubbie playe is not participating in the depth areas right away, he likes the idea them going on, that makes the game "epic". When he's pew pewing he wants to look up and watch a galaxy fly overhead, escorted by fighters. He wants too see a tank column roll up to the front and start kicking ass. He wants to see unique base fortifications built up cuz someone in strategic command is managing special resources they captured.

Also SOE can do a decent job of shuffling newbies into organized outfits. Even BF3 does this by giving people lots of extra point bonuses for working with your squadmates, to the point that randoms on a server work together to get these points. Stuff like perks that even low level outfit grunts can benefit from will filter people in there (also give outfits who do take in tons of terrible pubbie players some bonuses, for the effort of trying to organize that kind of gong show).



It's definitely possible to let "solo" people blob it out while having depth for organized players. People here need to stop comparing it to PS1 tho, because PS1 didn't have these issues once everyone left and  it turned into a small playground for organized vets. You need to think of it now as something along the lines of a cross between BF3 and DAOC/WAR pvp systems.


Title: Re: Planetside 2
Post by: 01101010 on February 09, 2012, 11:14:38 AM
The bigtime  PS1 fans here have their perspectives schewed because the game has been distilled down to just hardcore players for so long. If PS2 is modestly successfully, then the big frontline battles will be populated by large blobs of players where basically anyone can show up and start pew pewing (so solo players). This was kind of the original gimmick of PS1, as opposed to normal fixed slot servers. You have a giant ass battlefield that you show up to anytime, and it shifts around the world based on faction progress.

If you execute this part well (it was not executed well in PS1, which is why everybody left), and then add in depth options for more organized players, it could be a large success. It would be a huge mistake for SOE to overlook strategic and tactical depth, and just make a simplistic CoD clone. If they do it will kill replayability and retention. Even if the "solo" pubbie playe is not participating in the depth areas right away, he likes the idea them going on, that makes the game "epic". When he's pew pewing he wants to look up and watch a galaxy fly overhead, escorted by fighters. He wants too see a tank column roll up to the front and start kicking ass. He wants to see unique base fortifications built up cuz someone in strategic command is managing special resources they captured.

Also SOE can do a decent job of shuffling newbies into organized outfits. Even BF3 does this by giving people lots of extra point bonuses for working with your squadmates, to the point that randoms on a server work together to get these points. Stuff like perks that even low level outfit grunts can benefit from will filter people in there (also give outfits who do take in tons of terrible pubbie players some bonuses, for the effort of trying to organize that kind of gong show).



It's definitely possible to let "solo" people blob it out while having depth for organized players. People here need to stop comparing it to PS1 tho, because PS1 didn't have these issues once everyone left and  it turned into a small playground for organized vets. You need to think of it now as something along the lines of a cross between BF3 and DAOC/WAR pvp systems.

I would like to just point out that the vets of PS1 played from beta onward and many many vets quit after 6-8 months. They were a catalyst to PS1 being "distilled" down to the remaining playerbase - whether this was due to CC, BFRs, watching the dev team fumble around repeatedly... that is debatable. But once outfits started losing these players, the remaining players either left or jumped to another outfit. The game was a wargame from the start and the attrition came after the changes to the game made it into a more k/d orientation.

I consider myself a vet and I left shortly after the BFR debacle came to pass (roughly 8 months - though the first 3 were very time intensive), thus I was not there for this mythical, lengthy duration of hardcore veteran play. In fact, my contention to this whole reskinning of a BF/COD game is the fact that PS1 was a shooter second and a wargame first. It started falling apart when the dev team went sideways, the expansion no one wanted, the lattice which pissed off people, and a slew of other changes that cascaded from then on out. BFRs were a highlight point that the community, or what was left of it, railed against - main reason is that it emphasized solo play and a walking death machine to rack up kill counts, forgoing any attention to the purpose of the game, taking bases (territory) and pushing the other factions off continents. Basically, the game was being changed into a shooter first complete with DON'T DROP THE TUBES, I NEED TO FARM THESE GUYS chat spam, and a "meh...take-that-base-i-guess" second.

So my perspective is not influenced by what happened years after release. It has to do with how I saw the progression of an incredible concept get torn to shreds over the course of a few months into a subpar shooter. I came from session-based FPS games - I headed into PS under the guise of space shooter and learned quickly the power of squads and teamplay over a single player/team deathmatch feel... Prior to PS1 release, no game I played in the FPS genre has ever measured up to, not only the feel of a massive firefight/battle, but the purpose behind it.

PS2 is shaping up to be a BF/COD type with 3 factions on a grandiose scale, but what is not talked about is the purpose other than to pew pew. Without that purpose and goals and mechanics behind getting to those goals, you lose the Planetside soul. I would have been fine if they would have named it the Agency and given them 3 aribitrary faction names, but they didn't. They instilled the PS name which carries with it a hell of a lot more than a three faction headshot, bunnyhop shooter. That is where my angst and disappointment are festering.


Title: Re: Planetside 2
Post by: Speedy Cerviche on February 09, 2012, 12:15:06 PM
I don't disagree that for PS2 to succeed it will need to be more than a CoD sci-fi re-skin. if it is it will probably fail since without MMO depth it will give little reason for a player like me to leave my current FPS fixes of BF3 and M&B warband.

SOE will definitely need a meaty outfit system, dynamic goal systems & tangible rewards for successful outfits, and a somewhat sophisticated (but not tedious) economic and resource system to add unique goals and challenge beyond raw combat dick waving. These things will provide the base incentives and structure for players to form organizations that will give PS2 MMO persistance that will keep the playerbase hooked in and make the game distinctive from CoD/BF3 it competes for players with, stuff like factional strategic commands that will give the warfare more meaning than opposing blobs pew pewing each other over a random tower.


Title: Re: Planetside 2
Post by: Ghambit on February 09, 2012, 12:38:45 PM
It really feels to me like they're leaning more towards a WW2O type design rather than a CoD/BF3 or even a PS1 design.  It's simpler, yes, but every other mechanic really steals from Cornered Rats.

Non-horizontal progression, resource use, long maps, the mission/outfit system, terrain use, teamplay, and on and on.  And I definitely dont get the "session" vibe that MBW keeps harpin' about.  Frankly, PS1 was more of a session than this game seems it'll be.

So let's not write it off quite yet.  

In other news, here's the loadout screen.  Kinda simplistic, but whatever:


Title: Re: Planetside 2
Post by: Mrbloodworth on February 09, 2012, 01:42:04 PM
Redeem beta code has appeared on the main site.


I still do not see any AV weapons. Also, seems everyone has a shield now ala Halo. MAX units seem to just be more-health-armor infantry.


Title: Re: Planetside 2
Post by: Venkman on February 09, 2012, 07:49:52 PM
It has to do with how I saw the progression of an incredible concept get torn to shreds over the course of a few months into a subpar shooter. I came from session-based FPS games - I headed into PS under the guise of space shooter and learned quickly the power of squads and teamplay over a single player/team deathmatch feel... Prior to PS1 release, no game I played in the FPS genre has ever measured up to, not only the feel of a massive firefight/battle, but the purpose behind it.

That.

There's a number of good MMO concepts that have been introduced in games that never got popular enough to inspire other games to knock them off. The whole mechanic of PS1 is one of them.

There's really no way to know if the mechanic had mass appeal. It was sorta dead on arrival due to some wierd business decisions (long since a dead horse) and then it just got worse for the players they did have. One could make the argument that it's a dead concept because nobody else has done it. But the video game industry is largely people showing up with money they only got because they could pull off the Hollywood-esque "like X but..." argument. So not being knocked off doesn't mean it's automatically a bad idea. At best it means either "we're not sure enough to fund it" or "we're not sure we can build it well".

Basically, the game mechanic is still unproven. And that's really all they've got to go on. Because really, it's not like the name has any cache, or that they have anywhere near a big enough marketing budget (intuitive, though just a guess), or that they have an inspiring group of FPS industry vets, or that their company name carries any cache, or that they can rely on the "MMOFPS" moniker at all (MMO=WoW). And, a new problem for them now is that all the FPS game types have ripped off the important diku/skinner box components of MMOs anyway.

So they have one strength to go on: that their unique and experimental massive FPS game mechanic can be interesting for the 18-24 dispoable incomers.

Diluting that into some pale immitation anything else will result in another try we can talk about in 2022  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mavor on February 09, 2012, 08:27:55 PM
It seems to me that the ever-increasing budget sizes of games has lead to a pussyfication of new game ideas, especially in the MMO market, where it costs a ton of money to even do a basic game.

Perhaps new technologies that allow indie game companies to get into semi-mmo territory will bring in some fresh gameplay?


Title: Re: Planetside 2
Post by: Sky on February 10, 2012, 06:29:40 AM
It seems to me that the ever-increasing budget sizes of games has lead to a pussyfication of new game ideas, especially in the MMO market, where it costs a ton of money to even do a basic game.
Hail to the King, motherfucker!


Title: Re: Planetside 2
Post by: Lantyssa on February 10, 2012, 06:53:27 AM
Raph's been saying that for years.  No one wants to take a risk on a $50+ million project.


Title: Re: Planetside 2
Post by: Sky on February 10, 2012, 07:23:28 AM
I'm just going to go ahead and say Raph has never uttered the word 'pussyfication'.

Not that I disagree with what I think is the sentiment (the usage of that word kinda blurs the meaning, thus my DNF reference).

I wish game development were more like music development, where you get a rough idea together on a demo and then a studio matches you up with a producer and refines and polishes the idea. I've been listening to Van Halen's early demo stuff, so it's forefront in my mind right now. Great ideas and raw product, add Ted Templeman and big studio bux and you get a Diamond-seller.

Like if you took Minecraft and gave it $50M.

Unfortunately, it seems like the addition of money and producers has a negative effect; rather than refine a great idea we just move to iterating on the same old shit without a Beatles or NY punk scene or Seattle grunge to break out of the current mold. We've been stuck in the late 70s excess or late 80s glam for quite a while now. Something that hits big as an indie isn't much of a risk IF you can distill what made it cool and then refine that rather than mainstream it to the point of mediocrity.


Title: Re: Planetside 2
Post by: Lantyssa on February 10, 2012, 08:25:27 AM
Wouldn't that early stuff be giving a small company the resources it needs to make a refined product, but not necessarily big bux?  Those came after the success and on future albums.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 10, 2012, 09:17:12 AM
Vehicle Terminal screen.

(http://a.yfrog.com/img860/5359/qgvme.jpg)



Title: Re: Planetside 2
Post by: Venkman on February 12, 2012, 07:47:53 AM
I'm just going to go ahead and say Raph has never uttered the word 'pussyfication'.
g as an indie isn't much of a risk IF you can distill what made it cool and then refine that rather than mainstream it to the point of mediocrity.

LOL yea probably not.

But the eff-this-genre sub-text in the SWTOR forum thread is pretty much about this topic.

At the same time, it's not so much pussyfication as much as it's us all having been there and done that. We only see bland versions of these games because we've been playing since they were experimental. Any genre that matures, heck, any consumer goods industry that matures, requires the old guard leave to make way for the new-to-them crowd. That crowd needs to be bigger than the group that was in the experimental phase. And you are entering the mature phase of something when you think you have a handle on the rules. That's "like <this> but with <these tweaks>", the root of all presentations by the business folks who show up after the "shit let's make it up as we go" creators and audience have moved on.

And eventually, those largely non-experimental/have-the-money folks bland-ify things so much that someone new comes along to make shit up as they go.

It's kinda of a macro-pattern, if that's the right way to put it?


Title: Re: Planetside 2
Post by: Nebu on February 12, 2012, 08:50:15 AM
But the eff-this-genre sub-text in the SWTOR forum thread is pretty much about this topic.

I think some of the anger comes from the fact that there's little point in making a game with beautiful graphics if you have to set your graphics to 'low' in order to get a playable framerate in an area with more than 10 people. 

You should make a good game first.  If you have a good game, then spend the resources to make it pretty.  If you don't have the resources or the engine to support the resources, then stylize.  Blizzard has done this masterfully.  They have a beautiful world that runs smoothly on a variety of machines.  That's the first lesson any MMO developer should take away from WoW.  Ok, that and a good UI is vital.


Title: Re: Planetside 2
Post by: Malakili on February 12, 2012, 09:15:24 AM

I think some of the anger comes from the fact that there's little point in making a game with beautiful graphics if you have to set your graphics to 'low' in order to get a playable framerate in an area with more than 10 people. 



I actually think it has less to do with this sort of thing and more to do with the kind of the Darniaq is talking about.  We've been over it dozens of times, but there are a lot of people, particularly the kind of people on this board, who desperately want a game to recapture the feeling they had when they played MMOs for the first time.  It isn't just a technical question.  Some of us want games that are more like they used to be, some want the newest shiniest thing available, but I think a lot of it stems from wanting that "feeling" again.  That is the reason something like Planetside 2 excites me in principle, not because I think it will be the greatest game ever, but I think that a game which deviates from the last 7 years of DIKU MMOs has a better chance of recapturing that feeling I used to get playing MMOGs. 

With SWTOR, I think people felt it had a chance to bring that back with the story focus, and some people, I think do feel that way.  But a lot of people feel like it fell flat, particularly after reaching max level - which is an experience we've had in Age of Conan, Warhammer, Lord of the Rings, whatever.   I really think its a question of emotion more than game design at this point - the last few years of MMOs have utterly failed at making me have any long term emotional connection to the game.


Title: Re: Planetside 2
Post by: Nebu on February 12, 2012, 09:18:50 AM
With SWTOR, I think people felt it had a chance to bring that back with the story focus, and some people, I think do feel that way.  But a lot of people feel like it fell flat, particularly after reaching max level - which is an experience we've had in Age of Conan, Warhammer, Lord of the Rings, whatever.   I really think its a question of emotion more than game design at this point - the last few years of MMOs have utterly failed at making me have any long term emotional connection to the game.

Rereading it, I agree with the both of you.  It's a tough business to chase nostalgia. 


Title: Re: Planetside 2
Post by: 01101010 on February 12, 2012, 09:33:49 AM
I'd say chasing the nostalgia is part of it - but being down that road before, we also can say what did and didn't work and come to some agreement on improvements on said game and experience while holding true to what the idea and depth of the original game had in it.

 While it is true most of us chase the memory of a game, I think we are all aware that it can never be recaptured like it was.


Title: Re: Planetside 2
Post by: Nebu on February 12, 2012, 10:23:52 AM
While it is true most of us chase the memory of a game, I think we are all aware that it can never be recaptured like it was.

I think you can have success capturing some of it.  A Tale in the Desert recaptured the grandness of the world that I had in EQ, for example.  DAoC helped rekindle the love I had for pvp in pre-Trammel UO.  Both games also taught me to appreciate new aspects (crafting in atitd, team pvp in daoc).  Even AO (random missions and terminals), SWG (ability to generate player created villages), COH (felt like a hero slaughtering hordes of mobs) and Vanguard (interesting class mechanics) brought some joy back to gaming for me.  

You can recapture glimpses and even revitalize the spirit of nostalgia if you create something.  Sadly, most newer games attempt to emulate rather than create... and they emulate poorly.


Title: Re: Planetside 2
Post by: Venkman on February 13, 2012, 04:19:38 PM
I think a lot of it stems from wanting that "feeling" again. 

For me it's that sense of newness with a sufficient budget to do it justice and capture enough people to make it feel dense. For me it's mostly diamonds in the ruff: micro-events, like the rifts or flying or playing instruments or some other smaller system in a world that was otherwise the same.

Nothing wrong with that of course. Hundreds of thousands of people are only now experiencing their second MMO. After they jump through a succession of <whatever next game> that promises <relevant crafting|real PvP|customizable housing|cool IP>, they too can sit back and wax nostagiac about the group of newbies feeling something they themselves need to leave the genre entirely to try and discover again.

For me the most recent "holy shit this is awesome and keeps getting awesomer" was Minecraft. A whole different type of life-suck :)


Title: Re: Planetside 2
Post by: Slayerik on February 13, 2012, 08:58:37 PM
MMOs, for me, are basically just about those great moments of awesome. 90% of the time it's decent filler.

The outpost battles in Neocron. Scoring the winning goal in a Subspace Powerball playoff match. My first flight in AO. The insane bridge fights, or an awesome 80 man raid in PS1. SB.exe sieges. UO everything. The sun coming up over the palace in Naboo (sp) in SWG. First time time taking down Onyxia. A 10 bil suicide gank or a great roam in Eve.

SOE, just let me get something I can add to this list.


Title: Re: Planetside 2
Post by: Ghambit on February 13, 2012, 11:17:16 PM
... winning a map you spent weeks/months trying to conquer for your country/faction   :oh_i_see:


Title: Re: Planetside 2
Post by: Malakili on February 14, 2012, 05:09:30 AM
MMOs, for me, are basically just about those great moments of awesome. 90% of the time it's decent filler.

The outpost battles in Neocron. Scoring the winning goal in a Subspace Powerball playoff match. My first flight in AO. The insane bridge fights, or an awesome 80 man raid in PS1. SB.exe sieges. UO everything. The sun coming up over the palace in Naboo (sp) in SWG. First time time taking down Onyxia. A 10 bil suicide gank or a great roam in Eve.

SOE, just let me get something I can add to this list.

This sums it up so well for me.  I'd honestly rather have a game that delivers those moments every so often and is average otherwise than a game that is consistently a bit better.  It seems like MMOs have moved in the exact opposite direction though, take out the high highs and the low lows in favor homogenizing the whole experience.


Title: Re: Planetside 2
Post by: Kitsune on February 14, 2012, 11:35:03 AM
One of my best times in Planetside was very near to the game's release.  The PUG squad I was in was doing pretty well; we'd just finished taking a base and needed to move out to follow the battles.  Only thing was, we had no transport.  "No problem, I'll go back to sanc and train as a Gal pilot," one member said.  This seemed like a great idea, so we stood around by the base gate waiting for her to get the Galaxy and fly back to us so we could hop on for our epic aerial drop onto the next target.

After a couple of minutes, a Galaxy appears on the horizon, with our colors, heading towards us.

"She's coming in pretty fast," the squad leader comments, right before she plows into the archway over the base entrance, flips over, and explodes.

We wound up walking to the next base.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 14, 2012, 11:45:56 AM
Good times.


Title: Re: Planetside 2
Post by: 01101010 on February 14, 2012, 12:13:21 PM
One of my best times in Planetside was very near to the game's release.  The PUG squad I was in was doing pretty well; we'd just finished taking a base and needed to move out to follow the battles.  Only thing was, we had no transport.  "No problem, I'll go back to sanc and train as a Gal pilot," one member said.  This seemed like a great idea, so we stood around by the base gate waiting for her to get the Galaxy and fly back to us so we could hop on for our epic aerial drop onto the next target.

After a couple of minutes, a Galaxy appears on the horizon, with our colors, heading towards us.

"She's coming in pretty fast," the squad leader comments, right before she plows into the archway over the base entrance, flips over, and explodes.

We wound up walking to the next base.

Lmao... yep. Mine was about the 3 month mark... early August. My outfit squad was taking an outter rim base on Searhus and one of the guys I was with got killed trying to stop a back hack. On Johari, this kind soul NC was named Antarres. My buddy and the kind NC had a torrid affair of back and forth trade offs for a good two months prior. So three of my squad went back to clean out Antarres and his friend. I was still at the base waiting for them to get back and I heard a door open in the base. Antarres had respawned at that base and was moving out to get his vehicle. At this point, you had to place your order, then walk down to the pad to get in. So he and now his friend must have been on  a wait timer for whatever vehicle, so they were horsing around on the pad. All the sudden, I hear over TeamSpeak, "I SEE THAT FUCKER! YEE HAW!" (my outfitmate had a distinctive southern accent - Austin I believe.) Next thing I see is my buddy flying through the courtyard hitting every god damn mine on the way and plowing into Antarres at full speed and exploding the AMS into the back of the vehicle pad. I immediately and carefully said over teamspeak "that. was. awesome." Followed by him laughing manically for the next two minutes. I sent a tell to Antarres and told him I watched the whole thing and it was beautiful.

He agreed and said it was the first time he'd been killed by an AMS. I replied with "it can not be topped, therefore you will always be remembered for it."


Love these old stories. Amazingly, I don't have any for most of the MMOs I have played... even WoW don't have many salient ones.


Title: Re: Planetside 2
Post by: Ingmar on February 14, 2012, 12:28:53 PM
One of my best times in Planetside was very near to the game's release.  The PUG squad I was in was doing pretty well; we'd just finished taking a base and needed to move out to follow the battles.  Only thing was, we had no transport.  "No problem, I'll go back to sanc and train as a Gal pilot," one member said.  This seemed like a great idea, so we stood around by the base gate waiting for her to get the Galaxy and fly back to us so we could hop on for our epic aerial drop onto the next target.

After a couple of minutes, a Galaxy appears on the horizon, with our colors, heading towards us.

"She's coming in pretty fast," the squad leader comments, right before she plows into the archway over the base entrance, flips over, and explodes.

We wound up walking to the next base.

Pretty much all my favorite memories of MMOs are of me or one of my friends doing something completely retarded rather than actual accomplishments, now that I think about it.


Title: Re: Planetside 2
Post by: shiznitz on February 14, 2012, 01:05:20 PM
Yeah, I think that goes for me too.  Just stupid shit teenagers would do if they had magic or swords or guns or aircraft and couldn't die permanently.

Although, I always liked savings someone else's ass, be it in Guk or a tower.


Title: Re: Planetside 2
Post by: Surlyboi on February 15, 2012, 06:15:18 AM
That eight hour tower fight still stands out as probably the highest point of my time on Auraxis.  That said, there were plenty of other, "holy shit, that was epically stupid and fun at the same time" moments. Kamikaze diving a reaver into a magmower, because the driver just knew I was gonna sit back and launch missiles at him instead of "damn the torpedoes". He sent me a tell afterward along the lines of, "You crazy fucker". To which I replied, "No doubt, shit just got real, pard."

I know I can't capture any of those moments again, but like Slayerik said, "let me add a few more to my list."


Title: Re: Planetside 2
Post by: Mrbloodworth on February 15, 2012, 12:31:27 PM
Hay look. Base turrets!

I bet you can just "pop" into those too.

(http://a.yfrog.com/img876/1631/nvdsz.jpg)

Also, Spitfires are gone.


Also:



Title: Re: Planetside 2
Post by: Sky on February 15, 2012, 01:36:06 PM
Oh, I'll have to snag that issue before it hits the periodical room!


Title: Re: Planetside 2
Post by: Ghambit on February 15, 2012, 03:59:54 PM
Goes to newsstands on the 28th.

Hay look. Base turrets!

I bet you can just "pop" into those too.

(http://a.yfrog.com/img876/1631/nvdsz.jpg)


They're going to have turret emplacements via engineer also.  Along with other on-the-fly fixed-position stuff.  Should be fun, animations or not.


Title: Re: Planetside 2
Post by: Venkman on February 15, 2012, 07:51:21 PM
Wait, didn't Engineers have that first time around? I thought I remembered placing turrets and sensors. Usually was my thing. Drop in with a Mosquito, scout, place stuff, bolt.

Most of my favorite MMO experiences were UO, early EQ1, PS1 and SWG. But I don't know how much of that was because things were still new to me then, I was younger and had more time, or something else. I just want different. And I want different enough that I don't need to look very hard for why it's different :)


Title: Re: Planetside 2
Post by: 01101010 on February 16, 2012, 04:03:57 AM
Wait, didn't Engineers have that first time around? I thought I remembered placing turrets and sensors. Usually was my thing. Drop in with a Mosquito, scout, place stuff, bolt.

Spitfire turrets... which are not included.  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on February 16, 2012, 06:33:18 AM
There was also some manned turrets added late in life for advanced engineering.

PlanetSide - Advanced Engineering Update Video (http://youtu.be/-QkNarDCZjw?hd=1)


Title: Re: Planetside 2
Post by: kaid on February 16, 2012, 01:33:05 PM
I think for planetside 2 they are going more for the manned turret deployable than the automated one. Honestly having played with the droppable manned one that plus mines is fine for me. The old spitfires would get some kills here and there but mostly they were harassment tools due to how fragile they were.


Title: Re: Planetside 2
Post by: Trippy on February 16, 2012, 01:40:40 PM
They were great for stealthers, though. Drop a turret and then knife a group of enemies while they are distracted by it.


Title: Re: Planetside 2
Post by: Surlyboi on February 16, 2012, 01:42:06 PM
Are you kidding? Spitfires were awesome... for killing their own team.

You could tell a newb because he would stand too near a spitfire when there were snipers around. I can't count how many kills I got from the collateral damage caused shooting someone's spitfire. Hell, I even got the kill shot on a couple of BFRs that way.


Title: Re: Planetside 2
Post by: Miasma on February 16, 2012, 03:45:46 PM
I had no idea so many people played planetside one.


Title: Re: Planetside 2
Post by: UnSub on February 16, 2012, 08:46:57 PM
I had no idea so many people played planetside one.

This is a good place for the former- and current-hardcore to gather.

Go out to a number of more modern shooter boards and Planetside would be virtually unknown.



Title: Re: Planetside 2
Post by: Mrbloodworth on February 17, 2012, 05:50:55 AM
They were great for stealthers, though. Drop a turret and then knife a group of enemies while they are distracted by it.


X100 For Stealth turrets.


But, you won't be making your own tactics anymore. You play in the class box, and you like it. /end


Title: Re: Planetside 2
Post by: Surlyboi on February 17, 2012, 06:59:54 AM
I had no idea so many people played planetside one.

This is a good place for the former- and current-hardcore to gather.

Go out to a number of more modern shooter boards and Planetside would be virtually unknown.




Well, let's face it, most modern shooter fans think it all started with CoD.


Title: Re: Planetside 2
Post by: 01101010 on February 17, 2012, 07:57:17 AM
I had no idea so many people played planetside one.

This is a good place for the former- and current-hardcore to gather.

Go out to a number of more modern shooter boards and Planetside would be virtually unknown.

Well, let's face it, most modern shooter fans think it all started with CoD.

"Mein leben!"  :ye_gods:


Title: Re: Planetside 2
Post by: Mrbloodworth on February 19, 2012, 08:19:10 AM
(http://a.yfrog.com/img532/9342/yzchs.jpg)

TR Gimp-suit is best Gimp suit.


Title: Re: Planetside 2
Post by: Surlyboi on February 19, 2012, 12:24:21 PM
I had no idea so many people played planetside one.

This is a good place for the former- and current-hardcore to gather.

Go out to a number of more modern shooter boards and Planetside would be virtually unknown.

Well, let's face it, most modern shooter fans think it all started with CoD.

"Mein leben!"  :ye_gods:

How many shooter players today could tell you where that's from?


Title: Re: Planetside 2
Post by: 01101010 on February 19, 2012, 02:03:58 PM

"Mein leben!"  :ye_gods:

How many shooter players today could tell you where that's from?

Outside of this forum? Not many.


Title: Re: Planetside 2
Post by: Sky on February 19, 2012, 06:45:49 PM
Goddamned kids. When I was with the hacking and the video games Wolfenstein was isometric, as god intended.


Title: Re: Planetside 2
Post by: Trippy on February 19, 2012, 08:47:16 PM
Not isometric -- it was a top down / "sideways" view.


Title: Re: Planetside 2
Post by: Surlyboi on February 20, 2012, 12:54:52 AM

"Mein leben!"  :ye_gods:

How many shooter players today could tell you where that's from?

Outside of this forum? Not many.

Hell, I bet half the people IN this forum couldn't have.


Title: Re: Planetside 2
Post by: UnSub on February 20, 2012, 08:14:26 PM
I had no idea so many people played planetside one.

This is a good place for the former- and current-hardcore to gather.

Go out to a number of more modern shooter boards and Planetside would be virtually unknown.

Well, let's face it, most modern shooter fans think it all started with CoD.

"Mein leben!"  :ye_gods:

How many shooter players today could tell you where that's from?

Wolfenstein 3D?


Title: Re: Planetside 2
Post by: Surlyboi on February 21, 2012, 12:46:26 AM
You win the kewpie doll.


Title: Re: Planetside 2
Post by: Sheepherder on February 21, 2012, 03:42:25 AM
I remember having a shareware CD with Wolf3d.


Title: Re: Planetside 2
Post by: Merusk on February 21, 2012, 04:23:36 AM
Only thing better than Wolf3D were the marathon games of Scorched Earth where we were hotseating 8 people from the dorm floor.

"I could care, but why?"


Title: Re: Planetside 2
Post by: Slayerik on February 21, 2012, 06:57:20 AM
Only thing better than Wolf3D were the marathon games of Scorched Earth where we were hotseating 8 people from the dorm floor.

"I could care, but why?"

Scorched Earth <3


Title: Re: Planetside 2
Post by: Mrbloodworth on February 21, 2012, 10:45:44 AM
Quote
Matthew Higby @mhigby

@briguy9876 No restrictions there. if you are/were a PlanetSide player you get a beta invite, be sure your station acct email is accurate

Source. (https://twitter.com/#!/mhigby/status/169879295097962496)

Clearly not courting feedback from previous PS one players.


For those of you who never played but post here anyway there is this (http://www.pcgamer.com/2012/02/15/pc-gamer-planetside-2-cover/).



Title: Re: Planetside 2
Post by: 01101010 on February 21, 2012, 11:45:03 AM
Quote
Matthew Higby @mhigby

@briguy9876 No restrictions there. if you are/were a PlanetSide player you get a beta invite, be sure your station acct email is accurate

Source. (https://twitter.com/#!/mhigby/status/169879295097962496)

Clearly not courting feedback from previous PS one players.


For those of you who never played but post here anyway there is this (http://www.pcgamer.com/2012/02/15/pc-gamer-planetside-2-cover/).



Who the fuck knows what email I used back in 2003 for PS... no beta invite for me. Then again, I really do not want to even look at this game anymore.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 21, 2012, 12:24:58 PM
Should be on your station account. SOE accounts were unified long ago.


Title: Re: Planetside 2
Post by: 01101010 on February 21, 2012, 01:07:28 PM
Should be on your station account. SOE accounts were unified long ago.

They have station accounts? PS was the only game I played from SOE, so whatever the hell email I had in 2003 is long since dead and buried. Still, a moot point.


Title: Re: Planetside 2
Post by: Engels on February 22, 2012, 08:36:12 AM
Not really. Log into your station account and update the email address and I bet you get the beta invite, since I doubt they're tracking by email address, but by station account activity in the past.

Quite decent of SOE, for a change.


Title: Re: Planetside 2
Post by: 01101010 on February 22, 2012, 08:55:33 AM
Not really. Log into your station account and update the email address and I bet you get the beta invite, since I doubt they're tracking by email address, but by station account activity in the past.

Quite decent of SOE, for a change.

And pray tell how do I log onto a station account when I have no clue what account I even had. And password for it? Yeah... I'd be better off decrypting druid glyphs than to attempt hitting on a password I used in another lifetime. Again though... I don't much care as I am very disappointed in the direction of this game and most likely will pass on even the beta.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 22, 2012, 09:09:09 AM
(http://a.yfrog.com/img875/4632/xa0wn.jpg)

Medics.


Title: Re: Planetside 2
Post by: 01101010 on February 22, 2012, 09:54:01 AM
Medics.

So that's the item that will be thrown on the ground for the AoE healz? NICE  :why_so_serious:


Title: Re: Planetside 2
Post by: Surlyboi on February 22, 2012, 11:43:37 AM
That's the item I look for on the backs of my primary squad targets.


Title: Re: Planetside 2
Post by: Slayerik on February 22, 2012, 12:58:03 PM
Ouch. Fuck.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 24, 2012, 08:09:59 AM
(http://sphotos.xx.fbcdn.net/hphotos-snc7/421342_341822945862323_209775182400434_1037512_131668958_n.jpg)

Looks sweet IMO. But I have always been a Fan of T-ray.


Title: Re: Planetside 2
Post by: 01101010 on February 24, 2012, 08:25:34 AM
(http://sphotos.xx.fbcdn.net/hphotos-snc7/421342_341822945862323_209775182400434_1037512_131668958_n.jpg)

Looks sweet IMO. But I have always been a Fan of T-ray.

Fuck T-Ray in his Vanu cornhole.  :awesome_for_real:

Quote
“Loyalty until Death, Strength in Unity!”


Title: Re: Planetside 2
Post by: Mrbloodworth on February 24, 2012, 08:50:38 AM
 :grin:


Title: Re: Planetside 2
Post by: Thrawn on February 24, 2012, 03:20:13 PM
Is anyone else getting the error of -

Quote
It appears that the Activation Code you entered may not be applied to this account due to its current status. For more information, please submit an incident to our Account Support department at www.soe.com/support. (http://www.soe.com/support.)

When they try to enter a key from PC Gamer?  This is on my account that I also played PS1 with.

*edit* annnd never mind, it worked on the 3rd try or so for no apparent reason.


Title: Re: Planetside 2
Post by: Surlyboi on February 28, 2012, 08:53:05 AM
Fuck you SOE and your goddamn maintenance notice that doesn't show up until after I enter my code.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 28, 2012, 10:44:53 AM
Light Assault classes: 


I see a tower.


Title: Re: Planetside 2
Post by: Ginaz on March 03, 2012, 10:48:16 PM
Is this in beta now?  Just wondering since I have the code from PC Gamer.


Title: Re: Planetside 2
Post by: Surlyboi on March 04, 2012, 09:02:20 AM
Not yet.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 05, 2012, 06:53:36 AM
Quote
Hello once again! My name is Derek Czerkaski, and I'll be conducting an additional interview today with some more of the PlanetSide 2 development team! These questions were submitted by readers of my previous interview, and I wanted voice some of their questions/comments related to potential aspects of the game! I designed this interview to be a bit more on the technical side.

MMORPG.COM: Last time we spoke PlanetSide 2 Creative Director Matt Higby provided some interesting teasers related to the new proprietary Forgelight™ engine utilized to build the game. Can you give us some more insight?

MATT HIGBY: We’re working really hard to get the engine optimized to run fast and look good at all settings levels, building the engine from the ground up to handle scale well is the first step, but a lot of tweaking and tuning are still happening to get us all the way to where we want to be. At next week’s Game Developers Conference in San Francisco, we’ll be doing a demo presentation that will show off some of the amazing features that Forgelight provides like incredible massive-scale battles in enormous open continents and cutting edge graphics including atmospheric light scattering and highly detailed character and environment shaders.

MMORPG.COM: Speaking of epic visual engines, is there any sort of estimate as to what sort of system specs will be required to run the game? Several readers wrote in looking for a sort of ballpark estimate related to what sort of hardware they'll need to have/upgrade to in order to get the best performance from the game. With talk of 1000 people on screen at a time, I too am curious! What game’s requirements could you compare it to?

MATT HIGBY: I contacted our PlanetSide 2 Technical Director, Ryan Elam to get detailed answers to these next two questions. Thanks Ryan!

We expect the game to launch running at good frame rates on any Shader Model 3.0 or higher video card and at least a dual core machine. Individual resolution and graphics settings certainly affect performance, as you’d expect. PlanetSide 2 is a game where you will see more players on the screen than any FPS to date, but if you are in a continent where thousands of people are all fighting at the same time, you would realistically only see a small portion of those thousands at any given point as our continents are huge! You would only see around 1km at any given point and then only in a single direction at a time. Also, since you have a gun and so does everyone else, the time period when that many people would be in front of you and still breathing is limited by the size of your clip as much as your clip plane.

MMORPG.COM: One of the more in-depth questions I received was related to hit detection. In the world of FPS, precision is everything. What sort of measures are being implemented to ensure timely, accurate placement of both bullets, projectiles, and character location? (Note: The reader said that this was an issue with the mosquito, and his actual question can be noted here if my question seems somewhat unclear.)

MATT HIGBY: I contacted our Technical Director, Ryan Elam:

PlanetSide 1 was groundbreaking and really ahead of its time when it originally came out in 2003.  Being able to track potentially thousands of projectiles per second and evaluate that many players’ movements and aiming was unprecedented.  We learned a lot of lessons from the original game. That experience, along with the experience garnered from other MMOs that we have developed over the years has given us some pretty compelling solutions to those original issues.  We have a modern physics engine which helps us with thousands of times more collision checks per frame, a fully-realized ballistics system, multiple validation systems, and several “secret sauce” solutions I’m sure we’ll be hinting at in the near future.  I’m by no means trivializing the problem, it IS a very tough problem that keeps us on our toes; I’m just saying we got this.

MMORPG.COM: The discussion of classes being implemented into the game has generated lots of buzz. However, some people have voiced concerns related to the game, arguing that switching to a class system will take away from the freedom of the game. In the prior interview, it was stated different classes would have different bonuses. Could you expand on this a little bit more? Also, will there ever be a "create-your-own-class" that comes without bonuses?

MATT HIGBY: Each class has a distinct role- medics heal and revive fallen allies, engineers repair and place combat deployables, etc. The weapons, certifications, and abilities each class has access to reinforce these roles and ultimately help create well rounded squads and armies. We’re not planning on making a freeform class though. Giving a single soldier access to heal themselves, cloak, use jump jets and AV weapons all at the same time without any tradeoffs forces us to make those things individually weaker, and less cool, in order to be able to be balanced when combined in weird ways. We think it’s more fun to have them be powerful situational abilities that you can always have access to (since you can freely switch between classes), but not simultaneously.

MMORPG.COM: In the last interview, the notion of leadership certifications was discussed. I am a fan of leading my own squad; I was hoping to hear more about the leadership tree (if possible). What sort of incentives will there be to promote good, consistent leadership amongst players?

MATT HIGBY: Squad leaders will have access to a variety of abilities that will greatly enhance the effectiveness of their squad, for example squad spawning, enhanced information about spotted enemies, and even respawn timer reductions. Additionally, Squad Leaders will be able to issue battle commands which when followed will result in experience bonuses for both the leader and the squad.

MMORPG.COM: The sheer size of this game can only be described as "epic". Huge wars, multiple continents, and a large diversity of play styles are being accommodated in the game. Just how large is the in-game world? Let's say we needed to travel from one side of the continent to the other: how long would this take?)

MATT HIGBY: It totally depends on the travel method you use! In a Mosquito you’ll get across it a lot faster than on foot. Our continents contain dozens of square kilometers of gameplay space, traveling from one side to the other takes several minutes even in the fastest vehicles.

MMORPG.COM: Matt also mentioned the "Mission System". Based on what little bit I do know, I was highly intrigued. Can you tell us more about how this will be controlled and regulated, what incentives are there are for both the players that take the missions and the players that assign them?

MATT HIGBY: Participating in mission gives additional rewards both in resources and experience to players.  Players who create missions will also get bonuses when their missions are successfully accomplished.  Currently we’re working on ways to leverage the mission system to ensure we get players spread out well on the map, encouraging large battles but ensuring that there are multiple areas in heated contention at all time to prevent over-crowding.

MMORPG.COM: I've asked you several difficult questions today. I'd like to take this time to ask you if there's anything you'd like to talk about or show off to the fans. Please, tell us about the experience, your favorite aspects of designing the game so far, etc?

MATT HIGBY: As an FPS fanatic, and huge follower of competitive gaming and eSports, getting to work on a game like this is a dream come true. The reality of making a persistent, fiercely competitive battleground where players can always find an epic fight keeps me excited to come to work every day. As far as my favorite aspect of working on the project, I’d have to say it’s being able to interact with the community. This is the first project where we’ve been really actively involved and communicating with our fans on a daily basis, via twitter (some good twitter accounts to follow if you’re interested: @Planetside2, @mhigby, @PS_TRay) message boards, or Facebook.  We’re constantly releasing behind the scenes and “work in progress” pics on Twitter, talking with folks on the boards about game design details, and just generally having fun interacting with the passionate PlanetSide community.  It’s honestly been a lot of fun for all of us on the team.

MMORPG.COM: Lastly, I have to ask, and I'm sure you knew it was coming, but with Beta signups underway, will there be any fun competitions or prizes throughout the net sponsoring a closed beta spot? Any idea when the beta will officially commence? How extensive will the test be?

MATT HIGBY: I’m sure we’ll have some fun activities to secure a beta spot, but no announcements on beta timing, start date or scope quite yet… In the mean time stay tuned and sign up for Beta on www.PlanetSide2.com!

Thanks again for your time and patience! I appreciate any and all answers you provide! Say Hello to the rest of the PS team for me! Derek Czerkaski, signing out.



Those Sunderer look great, still really sad you are just going to "pop" out of them. Instead of seeing people file out the doors like the original. But I guess the 90 frames are important to speed up combat.  :oh_i_see:


Title: Re: Planetside 2
Post by: Sky on March 05, 2012, 06:56:33 AM
That's the item I look for on the backs of my primary squad targets.
Shirley hates the Swiss.


Title: Re: Planetside 2
Post by: Speedy Cerviche on March 05, 2012, 07:31:15 AM
Well he's saying the right things but who knows how well they work until beta starts.

The biggest question marks at this time when it comes to design are the resource system, its depth and strategic economic impact. Also the depth of the outfit system would be nice to know also, can outfits administer land? build up (unique?) bases? Will outfit performance earn it a place in faction strategic command?

These are the two most meaty MMO aspects, and as far as I know there isn't much info about them. How about some questions about this stuff instead of softballs like "will ur engine be dun good???"


Title: Re: Planetside 2
Post by: Surlyboi on March 05, 2012, 08:14:17 AM
That's the item I look for on the backs of my primary squad targets.
Shirley hates the Swiss.

...Chocolate eating, gold-hiding, clock-making, neutral bitches...


Title: Re: Planetside 2
Post by: Mrbloodworth on March 05, 2012, 09:05:02 AM
Just to put this out here:

Quote
Matthew Higby ‏ @mhigby
outfit bases, ability to deploy and defend your own bases are one of our long term (post-launch) goals!


Title: Re: Planetside 2
Post by: 01101010 on March 05, 2012, 10:07:25 AM
Quote
MATT HIGBY: As an FPS fanatic, and huge follower of competitive gaming and eSports, ...

That's nice...  :oh_i_see:


Title: Re: Planetside 2
Post by: Surlyboi on March 05, 2012, 10:21:06 AM
Fuck esports in the goat ass.


Title: Re: Planetside 2
Post by: shiznitz on March 05, 2012, 10:27:56 AM
Just to put this out here:

Quote
Matthew Higby ‏ @mhigby
outfit bases, ability to deploy and defend your own bases are one of our long term (post-launch) goals!

A promise that will never see the light of day.  There are always hundreds of these. 


Title: Re: Planetside 2
Post by: Mrbloodworth on March 05, 2012, 11:11:10 AM
I was responding to Speedy Cerviche's questions.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 05, 2012, 11:46:15 AM
Images from GDC.

(http://i44.tinypic.com/2cdwyyr.jpg)

(http://i41.tinypic.com/2ekso3s.jpg)


Title: Re: Planetside 2
Post by: 01101010 on March 05, 2012, 11:59:51 AM
MCG looks a bit far away from the body in that shot. Odd.

The only positive I can say is that the look of it feels gritty. I sorta like that.


Title: Re: Planetside 2
Post by: shiznitz on March 05, 2012, 12:26:16 PM
Love the gritty. I hope I can compete in the gameplay.


Title: Re: Planetside 2
Post by: Trippy on March 05, 2012, 02:55:07 PM
MCG looks a bit far away from the body in that shot. Odd.
And the barrels are too short.


Title: Re: Planetside 2
Post by: Surlyboi on March 05, 2012, 03:39:33 PM
Also, I think that TR trooper's knees are too sharp.  :drill:


Title: Re: Planetside 2
Post by: Mrbloodworth on March 05, 2012, 04:21:16 PM
Barrel lengthen is modable, I believe.


Title: Re: Planetside 2
Post by: 01101010 on March 05, 2012, 04:35:41 PM
MCG had a heavy feel to it... hence "Heavy Assault." I recall my character leaning back to offset the weight. Same with the Jhammer. Those were held very close to the body. That gun is just levitating there - center of gravity is all wrong. And it should have a harness to off set the weight distribution. Either that or that trooper has incredibly strong forearms. But then again, I guess there are wizards at work here.  :why_so_serious:


Title: Re: Planetside 2
Post by: UnSub on March 06, 2012, 12:05:51 AM
Barrel lengthen is modable, I believe.

All SOE need to do is make the default barrel 2' and then put a 12' barrel in the PS2 cash shop for the $$$.  :grin:


Title: Re: Planetside 2
Post by: Goumindong on March 06, 2012, 01:23:50 AM
MCG had a heavy feel to it... hence "Heavy Assault." I recall my character leaning back to offset the weight. Same with the Jhammer. Those were held very close to the body. That gun is just levitating there - center of gravity is all wrong. And it should have a harness to off set the weight distribution. Either that or that trooper has incredibly strong forearms. But then again, I guess there are wizards at work here.  :why_so_serious:

It should be on a steady cam type harness.


Title: Re: Planetside 2
Post by: Tmon on March 06, 2012, 04:31:56 AM
The only positive I can say is that the look of it feels gritty. I sorta like that.

Gritty is the new brown.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 06, 2012, 06:35:09 AM
Barrel lengthen is modable, I believe.

All SOE need to do is make the default barrel 2' and then put a 12' barrel in the PS2 cash shop for the $$$.  :grin:

I was referring to the skill trees and cert system. There are images around that show that different customizations on weapons, like scopes, or increased rate of fire, change the visual look.


Title: Re: Planetside 2
Post by: Sky on March 06, 2012, 07:02:27 AM
I was referring to the skill trees and cert system. There are images around that show that different customizations on weapons, like scopes, or increased rate of fire, change the visual look.
Unique models tend to crater high resolution texturing, in my experience.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 06, 2012, 07:12:47 AM
What do you mean by "crater"?


Title: Re: Planetside 2
Post by: Mrbloodworth on March 06, 2012, 08:21:26 AM
So about that TR MAX Dual Cycler.

(http://desmond.yfrog.com/Himg876/scaled.php?tn=0&server=876&filename=sgzyy.jpg&xsize=640&ysize=640)

And about them ladies:

(http://a.yfrog.com/img640/1728/lvxxh.jpg)


Title: Re: Planetside 2
Post by: Sky on March 06, 2012, 10:56:31 AM
What do you mean by "crater"?
Make it go away to regain performance as the engine draws a few hundred uniquely equipped blokes.


Title: Re: Planetside 2
Post by: Tearofsoul on March 06, 2012, 09:14:10 PM
http://massively.joystiq.com/2012/03/06/advanced-recon-of-planetside-2-uncovers-hot-zone-photographs/

GAMEPLAYS!


Title: Re: Planetside 2
Post by: Ghambit on March 06, 2012, 10:30:18 PM
Gameplays (the better links)

pt 1: http://www.youtube.com/watch?v=KSXXEOJUcG0
pt 2: http://www.youtube.com/watch?v=KrA3LAAIOc4
pt.3: http://www.youtube.com/watch?v=rmWyIMXJEiI
pt 4: http://www.youtube.com/watch?v=ikSRA46-Ug8
bonus:  http://www.youtube.com/watch?v=NHbQDFsdXyk

 :why_so_serious: at him thinking we'll be able to have all those tracers on-screen at once.
 :drill: at him verifying there's robust support xp
 :| at the strat. map I saw  (in pt 4)


Title: Re: Planetside 2
Post by: Surlyboi on March 07, 2012, 03:16:26 AM
Did I hear, "bullet drop"?  :drill:


Title: Re: Planetside 2
Post by: 01101010 on March 07, 2012, 03:37:13 AM
An NC shirt?? Higby can fuck right off with that... :oh_i_see:


Title: Re: Planetside 2
Post by: Ghambit on March 07, 2012, 05:41:40 AM
He vaguely referenced a "membership" we can purchase.  :oh_i_see:
They haven't decided how it's gonna work yet though.

Tbh I dont really care, I'm gonna play this shit out of this game.  And I will likely at least throw $15/month at them for the trouble.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 07, 2012, 06:06:57 AM
The popping in an out of things annoys me to no end. It made it look like all the vehicles were cheep throw away toys, combined with his aircraft sliding off the platform.  :facepalm:  Also, from the videos, it looks like the TTK is way to fast IMO. I REALLY hope his respawn time was just a dev trick, because that was insanely fast. The Galaxy as an AMS, yeah, that thing can only sit there because they only had 45 players in that engagement. The Aircraft physics were way to loose.

Players seemed to blend in a lot with the overly busy base walls and textures, but I assume that's why the red arrows popped up. The Tank driver being the gunner as well is a giant pander to the playing alone together crowd.

Don't get me started about the retarded killcam.

F'ing Battlefield dust everywhere.

Over all it looks good, id still like to see more.


Title: Re: Planetside 2
Post by: shiznitz on March 07, 2012, 07:57:02 AM
One thing that struck me in those vids is extremely short TTK in infantry v infantry.  In Vid 2 the narrator was in light assault and killing unaware enemies in less than 1 second.

The base design with lots of cover points looks good.  I liked the kill cam, but it is new to me.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 07, 2012, 07:59:36 AM
Kill cam is ass in a wargame.

Get some situational awareness.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 07, 2012, 08:03:19 AM
I got 5$ on medics will be tossing out packs on the ground. Also, ammo will never be an issue.



I win.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 07, 2012, 10:06:11 AM
Quote
    Q: In what ways can we use Smoke besides Smoke Grenades on the Light Assault class? Leader barrage unlock, vehicles, etc... ?
    A: Nothing concrete at the moment but there are a lot more smoke effects than just from smoke nades. An example given was that when you fired a rocket you'd be given cover by the smoke produced. Also I believe that there was an implied affirmative that vehicles can pop smoke which I believe was covered in an earlier interview.

    Q: Can you go into more detail regarding the mission system? (limitations, requirements, types of missions, etc.)
    A: There are limits to the types of missions that can be created. Over time they plan to add in more types that can be selected from

    Q: How will leaders communicate with each other? Will command chat make it into PS2?
    A: They're working on this currently but there will be some way.

    Q: Are resources are gained both individually and by empire? will there be a correlation between them ensuring the players are mindful of both and not just their own?
    A:Resource gain is based on territory held by the empire and paid out like dividends to everyone.

    Q: What will the MAX crash dynamic be like in PS2?
    A: "Dynamic as ****."

    Q: How will Infiltrators be able to sabotage enemy equipment?
    A: By blowing equipment up. Gens will now be interactive things and not require heavy fire power to bring down.

    Q: If you're going to enforce one empire per server, and the game is free to play, what incentive is there not to make second accounts for empire hoping?
    A: There is none. But things you buy for one account obviously won't transfer.

    Q: Can an empire capture large facilities in sections, or is it just the "one cc, all or nothing" gameplay like PS1? If they can capture a section, and they grab one that has a spawn point in it, can they now spawn at that spawn point?
    A: You can capture bases in sections and when you capture a barracks you can spawn there.

    Q: Is/will there be a system in place to prevent grenade spam? In PS1 is wasn't much of an issue since taking grenades had to be a choice, and it took up a weapon slot but with every class having their own grenade types plus any generic grenades and grenades having their own "slot", could get out of hand really quick.
    A: Grenades cost in game resources. (It should be noted that Higby really stresses the difference between ingame resource cost vs station cash. Grenades will not be station cash items as that would make them pay to win items.)

Vehicles

    Q: What functions can the Galaxy perform when in a landed state as opposed to a deployed state? Specifically with regard to defensive turrets, terminals, and spawning. Expanding on that do troops spawn internally or externally and is there an interference radius?
    A: Difference between landed and deployed: "It looks different." (They're working on it, T-Ray was occupied when this was asked but Higby said he had a bunch of cool design ideas drawn up.)

        There will be an interference radius for deployment similar to AMSs. Higby agreed that there should be some way for pilots to see where they can deploy but there is nothing like that currently in the game.
        There will be an equipment term that becomes available when deployed. There will also be mannable guns that are "Powerful".
        Troops spawn externally. See GDC video for example.

    Q: In PS1 you couldn't ever choose which AMS to respawn at. You could only respawn at the closest one, is this staying in or can we hop to whatever deployed Galaxy we want?
    A: Right now you can spawn at any point inside a radius around your death. If there is no respawn point inside the radius it grows bigger. You will always be able to respawn at the nearest biolab (should note that I don't know if he was using this as an example of the nearest base or that biolabs are unique in that they may always be spawned at.)

    Q: Will PS2 have the same deploy radius limitations for deploying Galaxies as PS1 had for AMS's? If it does, can we please ensure that Galaxy pilots are able to view the deploy radius for currently deployed Galaxies so that you can land and deploy in a valid area?
    A: There will be an interference radius for deployment similar to AMSs. Higby agreed that there should be some way for pilots to see where they can deploy but there is nothing like that currently in the game.

    Q: Will there be vehicle ownership system? If yes, will it resemble PS1 ownership system?
    A: Yes, Yes, will also have outfit lock in addition to squad.

    Q: Will the scythe drift when changing directions?
    A: Yes. Their goal with the scythe is to make it as UFO as they can.

    Q: Could you please explain your reasoning for going to "Jack of all Trade" type vehicles? Example: Why give Vehicles like the Vanguard the Option to go AA,AV,AI.
    A: Higby said they wanted vehicles to have options and not feel like "I really want to drive my vanguard but there's too much air out." It's all about trade offs, e.g. a tank that's good at AA will be easy to kill with an RPG.

    Q: Will vehicles still have specific entry points?
    A: You can not enter a Reaver from the tail but you can anywhere near the cockpit. Evidenced in GDC video.

    Q: Will vehicle occupants still need to get out to change seats?
    A: No

    Q: Will there be limitations on when pilots can get out of their aircraft?
    A: No, but there is fall damage when you lack upgrades.

    Q: Are there any plans to let driver/pilot and gunner mark targets for each other on their respective HUDs?
    A: Yes, there are spotting mechanics in the game.

Weapons

    Q: What is the desired average range of infantry weapons and the engagements they'll often take place? (shorter range akin to cod, long as in a game like armed assault or the middle ground similar to battlefield.)
    A: For normal grunts 20m to 100m (middle). Sniper rifles are another topic.

    Q: How many slots will be upgradeable/sidegradeable for standard firearms (such as an infantry's primary weapon). Barrel, magazine, sight/scope, under-attachment? How will it work?
    A: 2 slots for game modifiers, 2 slots for cosmetic.

    Q: Does the beamer fire a beam rather than a projectile, will the pulsar act in a similar way?
    A: Projectiles for both.

    Q: What kind of Empire Specific equipment will a pulsar have on it?
    A: No weapon ES upgrades, there will be ES sidegrades however. A difference would be something like the red dot sight styles. Some ES weapons can be upgraded to be better than the other two in certain areas. Like rate of fire for TR but everything comes at a price.

    Q: Since the Beamer has "self-charging" cells, does this mean it will never run out of ammo?
    A: This is a side grade. So yes, but you lose damage.

    Q: Will there be multiple fire modes for weapons? Specifically in regards to assault rifles (Full Auto/3 round burst/single shot)
    A: They want to have this but not currently

    Q: Whats the difference in weapon handling "at the hip" versus aiming down the sights? Extreme like CoD (hip firing being essentially worthless at anything beyond point blank) or A: PS1 accuracy at hip with ADS being a slight improvement, maybe reducing CoF expansion? Empire Specific and Weapon dependant. eg. TR have better hip accuracy.

Classes

    Q: What is the VS MAX special ability that's replacing JumpJets?
    A: Don't know yet.

Outfits:

    Q: What kind of features will the outfits have in the new game. What kinds of cool stuff./ abilities features goals beyond the cosmetic?
    A: Mostly a coordination system at launch. Such as an outfit mission system. Later they plan on adding more things (see outfit bases tweet). There will be no limit to the number of ranks you can create inside an outfit.

Post Launch

    It's no longer a 3 year plan, it's a 5 year plan.

Random:

    Q: Do we still have /em cabbagepatch?
    A: There are no current good dance emotes ingame but that's definitely on the list.

    Q: Will vehicles once again get riddled with bullet holes and blast marks on them?
    A: Yes, currently they lose their markings when repaired though. After some talk about awesome vehicles that lived for hours, Higby said he'd consider having the repairs not remove the bullet holes.

Other - These items were not on the formal list but came up in the conversations.

    Biolabs use teleporters to get from the ground floor to the top as stairs would take ~15min to climb to get up to the top.
    No common pool vehicle can currently float in water, they may change the Sunderer to be able to do this.
    There will be upgrades for aircraft (including gals) that when you bail from them you will deploy in drop pods rather than just falling. Drop pods will accelerate to the ground and will deal damage on what they hit. Higby said you could kill gals mid air with them by knocking them about. He also said that the balance team hate it as they can't find a spot to put it in their spread sheets but as Higby said "It's fun! You can't put fun into a spread sheet." These drop pods will also be aimable and will be the method that squad spawning works. Higby wants this to happen: "A squad leader is under fire and stuck behind cover when two drop pods fall and crush two enemies and then MAXs get out of the pods and tear up the attackers. And that's your trailer." These are effectively living OS.
    You can have a maximum of 3 implants and implants have tiers. They will be consumable similar to a buff. There will be an exp booster implant that can be bought from the store with station cash.
    PR won't let Higby post girls as they are wanting to use them for a cover of some sort it seems. Also there is a plan to use MAXs as a hype builder.
    And I'll leave the part about PR wanting Higby fired out as I believe that was just a running internal joke as both parties were present and were smiling about it. They actually seem to be quite amiable with each other.
    Certs are no longer the method that players are limited to roles. That job has been taken over by the class system and limits on what gear can be equipped at the same time. There was indication that certain combinations would not be allowed.
    T-Ray is a stickler for the art style and is making sure everything looks just right. This is another reason why he is awesome.
    Asked about only being able to pull the Gal from tech and warpgates as that would seem to make getting a new one difficult when neither is close. Higby said that they want the bases to have unique properties and that there will be other methods of spawning besides the Gal (e.g. squad, towers, barracks).
    If there's a quick image of an NC MAX in the GDC videos it is in fact a reskined TR MAX as the designs are not yet done.

Observations

The entire team loves the game and wants to make sure that it's the best out there.

The dev team does not get enough love for what they're doing and how accessible they are. The fact that Higby took the time to go through "tiny minutia" with me while the rest of the crew was watching the pool game involving some Devs and some players shows his serious dedication to the community. They were talking about how PSU is the first thing that Higby looks at in the morning and the man himself said how he was laying in bed that morning thinking of making a post about how much fan support means to the team.


Title: Re: Planetside 2
Post by: Nebu on March 07, 2012, 10:22:17 AM
You post all of that and have NOTHING to comment on? 

I want some objectivity, damnit!


Title: Re: Planetside 2
Post by: Mrbloodworth on March 07, 2012, 10:24:15 AM
I "don't matter". So. I have been containing it.

I'm in a love hate relationship at the moment.


Title: Re: Planetside 2
Post by: Ghambit on March 07, 2012, 10:49:40 AM
We're all gonna play it regardless.   :oh_i_see:   Impending doom and all that.
I'm most pissy about the lack of command-strat. layer information.  It's the most important mechanic for retention and they fail to really talk about it.

Btw, the strat map is goddamned retarded.  It's like a hexmap playtoy from Rainbow Brite or something.  It needs "something."

I think not having faction-wide weapon unlocks is probably the right choice.  It'd create a slippery slope for the winning side that'd speed up the map drastically.  Making them player-only permanent unlocks is likely the better option.


Title: Re: Planetside 2
Post by: 01101010 on March 07, 2012, 11:43:47 AM
The only reason I'll actually load this game on my machine is because it is going F2P and I owe it to my PS legacy to have it on there. Now, whether it gets a play or not.... well, it has been looking a lot like NOT for so long now. Nothing I have seen changes that fact. Trading the AMS abilities to the Gal and dropping the AMS all together just pisses me off to no end. Now, if they decide to give a ground vehicle "spawning capabilities" in a loadout for it, it may take the edge off my shitstorm. The rest is as I said it was... Battlefield with a PS skin. In fact, while I was watching pt 2 or 3, a guy here at work spotted it and asked if that was a PC mod of Battlefield.  I said yes... a startup company is developing it, I think they are called SOE ... :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on March 07, 2012, 12:01:39 PM
Quote
Q: Will vehicles still have specific entry points?
    A: You can not enter a Reaver from the tail but you can anywhere near the cockpit. Evidenced in GDC video.

    Q: Will vehicle occupants still need to get out to change seats?
    A: No

    Q: Will there be limitations on when pilots can get out of their aircraft?
    A: No, but there is fall damage when you lack upgrades.


The march to mediocrity continues. "Battlefield did it" is now a design term I guess. God forbid you take 2 seconds away from "BOOM HEADSHOT".


Title: Re: Planetside 2
Post by: Malakili on March 07, 2012, 12:35:06 PM
We're all gonna play it regardless.   :oh_i_see:

Yeah, no matter how much I bash their design decisions I am still going to at least give this a go.  Maybe that is what they are counting on with fans of the series. 


Title: Re: Planetside 2
Post by: shiznitz on March 07, 2012, 01:08:17 PM
In the same boat.  I am buying a new PC to play this. 


Title: Re: Planetside 2
Post by: Sky on March 07, 2012, 01:34:12 PM
The goddamned kids didn't get to the library copy of PC Gamer fast enough, so I got my 1337 beta code on my station account. For whatever that will be worth.

Also, lol haterade already.

(http://img440.imageshack.us/img440/6861/70042057.jpg)


Title: Re: Planetside 2
Post by: UnsGub on March 07, 2012, 02:21:03 PM
Lots of details in the GDC videos (http://www.rockpapershotgun.com/2012/03/07/deadly-piecharts-30-mins-of-planetside-2-footage/).


Title: Re: Planetside 2
Post by: Surlyboi on March 08, 2012, 01:52:44 AM
The goddamned kids didn't get to the library copy of PC Gamer fast enough, so I got my 1337 beta code on my station account. For whatever that will be worth.

Also, lol haterade already.

(http://img440.imageshack.us/img440/6861/70042057.jpg)

I'm all up in the hate parade.

I get what they're trying to do. but some of the decisions are so goddamn tone-deaf it's scary. They're trying hard not to paint themselves into some of the corners they did with PS1, but in true SOE fashion, they're inventing new corners to paint themselves into.


Title: Re: Planetside 2
Post by: Shatter on March 08, 2012, 04:33:15 AM
Ok fine, Ill be the one person here who doesnt try this one....for the team!


Title: Re: Planetside 2
Post by: Ghambit on March 08, 2012, 05:52:13 AM
Given your avatar (oh, and the fact that it's F2P), I find that hard to believe.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 08, 2012, 06:59:53 AM
I'll be playing it. Of course.


Title: Re: Planetside 2
Post by: shiznitz on March 08, 2012, 07:17:37 AM
If you have a strong opinion on kill cams, PS2 Facebook page is asking.  The feedback is overwhelmingly "no" so far.


Title: Re: Planetside 2
Post by: Ghambit on March 08, 2012, 07:39:57 AM
If the killcams were wide-angle 3rd-person I'd say keep em.  The way they are now though is just  :ye_gods:
There needs to be a deathcam though for sure, not just a harsh screen change.  Let me fall to the ground and fade-to-black or something. 


Title: Re: Planetside 2
Post by: Kageru on March 08, 2012, 07:40:50 AM
I'd love to play it, this sort of huge battle game would be fun, doubly so if it actually develops a feeling of flow and tactics. But I have to be realistic about the possibility of servers with a decent ping from Australia (virtually zero).


Title: Re: Planetside 2
Post by: Mrbloodworth on March 08, 2012, 07:41:39 AM
I know why they want them:

1. Battlefield and CoD did it.
2. To show off Shop bling.

The second is valid. The first is just copy pasta with zero reasoning. Here is my solution:

Show the name, the gun and other stats of who killed you, possibly a render of them ( From in game, to show off bling, think Borderlands boss introductions ). But not the location or other killcam like functionality.

This removes the implications of number one, while maintaining the "show off the goods" of number two. Hell, its even less bandwidth.


Title: Re: Planetside 2
Post by: 01101010 on March 08, 2012, 07:42:28 AM
If you have a strong opinion on kill cams, PS2 Facebook page is asking.  The feedback is overwhelmingly "no" so far.

Funniest thing I have read today...


Title: Re: Planetside 2
Post by: Mrbloodworth on March 08, 2012, 08:05:22 AM
I'm most pissy about the lack of command-strat. layer information.

They said it was like twitter.

Ill find the quote.

EDIT: Here you are. (https://www.youtube.com/watch?v=U0c9fsWP3sg#)


Quote
Matt Higby: "It's almost like twitter! Where you have three people that you can follow basically, and based on their current number of followers they can put missions in that are higher level or lower level. So you can have like one dude on your server that's like the most badass guy on the NC, and you want to follow him because he's always creating badass missions. You might also want to follow your guild leader because the Guild Leader is going to kick you out of the fucking guild unless you follow him -- So you're going to follow him for now, right? So you're following that dude, and maybe you're following some other guy too. And[sic] these guys are able to get missions from all three of these guys, but their missions are based on the number of people who are actually following them. So the most effective leaders are getting uh...the most followers, and therefore getting the best bonuses for doing stuff. We thinks it's a really cool system that could work really well, it's speculated at that time whether or not that's how we'll actually implement it. But that's the design at it stands now."


Title: Re: Planetside 2
Post by: shiznitz on March 08, 2012, 08:46:18 AM
I expect that this game will creep closer and closer to PS1 post launch as they realize the console crowd isn't sticking around.


Title: Re: Planetside 2
Post by: Nebu on March 08, 2012, 09:43:08 AM
I expect that this game will creep closer and closer to PS1 post launch as they realize the console crowd isn't sticking around.

Would that be a good strategy for making $$$?

I think that they need to cater to a broader audience if they're to broaden their base.  That's going to alienate the some of the hardcore PS1 crowd.  Seems you have to lose a few to potentially gain broader appeal. 


Title: Re: Planetside 2
Post by: 01101010 on March 08, 2012, 09:56:50 AM
I expect that this game will creep closer and closer to PS1 post launch as they realize the console crowd isn't sticking around.

Would that be a good strategy for making $$$?

I think that they need to cater to a broader audience if they're to broaden their base.  That's going to alienate the some of the hardcore PS1 crowd.  Seems you have to lose a few to potentially gain broader appeal. 

Which will never happen since those people like their couches and gamepads/joysticks. Has catering to a broader audience ever worked in a genre that is already dripping with choices? You will lose those people because this is just like every other shooter only here you have to use the lolmouse/keyboard and be strapped to your desk to play it. Then you lose the diehards because population drops and it doesn't measure up to the first one in terms of depth or scope. This whole sequel thing is a mess... and I am morbidly facsinated at how SOE is seemingly walking straight to the cliff without slowing down - can't wait for the excuses when this game plummets... I may have to create a twitter account just to follow Higby's trail of tears as he tries to explain why and how PS2 failed. I am going with "it was too ahead of its time for the players to really appreciate it."


Title: Re: Planetside 2
Post by: shiznitz on March 08, 2012, 11:13:20 AM
PS1 was fun AND cool.  At least that is how I and many of the early players felt.  PS2 looks like it will be fun, but the cool aspect has yet to show itself.  Cool is hard to capture in design docs.  It usually comes from a collection of interesting small touches.  The vehicle mounting and dismounting animations were an important part of this in PS1.  I would include the CR5 backpacks in that category as well.

Maybe skin customization will do the trick, but I am not optimistic.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 08, 2012, 11:48:39 AM
Quote
@mhigby
re: killcam I'd like to build it to be a UI w/ 3d view of your killer (not in world) and shows stats like the LoL "death recap".

Thank god.


Title: Re: Planetside 2
Post by: 01101010 on March 08, 2012, 12:07:29 PM
Quote
@mhigby
re: killcam I'd like to build it to be a UI w/ 3d view of your killer (not in world) and shows stats like the LoL "death recap".

Thank god.

Point though is IT DOES NOT FUCKING MATTER WHO KILLED YOU IN A GOD DAMN WAR WITH HUNDREDS OF PEOPLE.

I want to see this when I die... http://www.youtube.com/watch?v=0yK4lxBarpE



Title: Re: Planetside 2
Post by: Mrbloodworth on March 08, 2012, 12:08:23 PM
I agree, but in this context of them selling bling, its a good compromise.


Title: Re: Planetside 2
Post by: Ghambit on March 08, 2012, 01:58:01 PM
Quote
@mhigby
re: killcam I'd like to build it to be a UI w/ 3d view of your killer (not in world) and shows stats like the LoL "death recap".

Thank god.

Point though is IT DOES NOT FUCKING MATTER WHO KILLED YOU IN A GOD DAMN WAR WITH HUNDREDS OF PEOPLE.

I want to see this when I die... http://www.youtube.com/watch?v=0yK4lxBarpE



Go play APB.   :grin:  One of the few things they got right in that game.

Remember too though, there will be fully served "killmail" just like in Eve or WW2O.  So no matter what, you can track what happened, when, and where.  Much shit-talking will ensue I'm sure.
In WW2O our squad routinely used AAR's to find the best players and many times said players would get emails from rival factions trying to get them to change sides   :grin:.  And since they're doing it in xml 3rd-parties can parse what they need into all kinds of cool apps.  Matter of fact, we had an entire regiment (off the grid) devoted to that kinda espionage stuff.  And our command level guys had their own parsing systems they used to track action w/o even logging in the game.

Smart clan leaders will take advantage of this as it plays directly into the resource/xp system through missions, so you'll want the best players you can find.  The "twitter follower" thing is a nice touch in this regard.  Ego is a powerful game mechanic.   :oh_i_see:

Things can get pretty cutthroat in PS2 if they leave enough wiggle room in the design to allow us to do-so. 


Title: Re: Planetside 2
Post by: UnSub on March 08, 2012, 11:07:55 PM
Has catering to a broader audience ever worked in a genre that is already dripping with choices?

WoW.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 21, 2014, 06:18:15 AM

Apparently you can bling out your gat.

(http://desmond.yfrog.com/Himg875/scaled.php?tn=0&server=875&filename=ncdvj.jpg&xsize=640&ysize=640)


Title: Re: Planetside 2
Post by: 01101010 on March 21, 2014, 07:39:48 AM

Apparently you can bling out your gat.

(http://desmond.yfrog.com/Himg875/scaled.php?tn=0&server=875&filename=ncdvj.jpg&xsize=640&ysize=640)

So no scattermag? Well fuck... the disappointments keep right on rolling.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 23, 2014, 09:14:22 AM
Quote
    Q: Will there be additional NS and ES vehicles added in later patches?

    A: Keep in mind that each of the vehicles has different roles that it can play based on personalization. That will add a lot. But yea, we'll be adding more vehicles in the future for sure.

    Q: What lessons learned from PS have been introduced into PS2?

    A: I think the most important ones are on things like downtime and getting players to the action faster.

    Q: Will only certain people be able to spawn as squad leaders? Will there be a slot for a commander that controls their teams resources or makes calls on where missions should take place? Are there restrictions in place to allow only experienced players fill the role as commander?

    A: Nope, its all about who follows you - no hard restrictions.

    Q: One of the things that people(including myself) were concerned about over at /r/planetside was the idea of dedicated drivers being removed for MBTs. Shifting from the model used in planetside(driver + main gunner(and sometimes secondary gunner)) to a battlefield style, where the driver controls the main cannon. Does the team have any plans to address this concern?

    A: I've talked quite a bit about the driver gunner issue on MBTs in the past, so I don't want to rehash it too much. Suffice to say, drivers will be the gunners for tanks and MAY eventually be able to spec into having a dedicated gunner - that way the newer players don't feel ripped off that they can't shoot their tank and the really dedicated guys can have a dedicated experience with potentially some additional unlockable weapons for dedicated gunners to balance the # of players required

    Q: Will there be a "boot up" time for vehicles to prevent people hopping in and out of them to repair and hopping back in instantly?

    A: We'll probably implement a brief bootup time for vehicles.

    Q: Will we be able to show of medals and merits och chest (don't remember where it was and what the name of it was) but kill X people with X rifle/vehicle and get a medal to display.. in Planetside 2?

    A: We don't currently allow display of merits/medals on characters.

    Q: The Cross-Contintent strategic depth seems to be gone from PS2, by looking at the way continents are set up with 3 "sancutaries" at opposite locations. Will the cross-continent play exist in PS2 as it did in PS1, making a locked-out faction unable to hack any base unless that base was drained of NTU?

    A: One of our goals with the game was to keep more of the world active at any given time. Part of that is because we honestly can't produce the number of continents that were in PlanetSide with the level of hand crafted detail we're putting into them - so we need to use them more efficiently. So, looking purely at it through PS1 goggles it's less strategic since we don't have continent locks, but there are a lot of other nuances with the territory control system that should help retain a strong sense of strategic gameplay.

    Q: What I enjoyed about the Cert system of PS1 was the ability to use my variety of skills to quickly fit into a situation. For example, sneak into a base full of people(which is a rush in itself), hack out a MAX suit and wreak havoc. Will the class system make this sort of strategy impossible?

    A:No, the type of situation you just described is completely possible in Planetside 2.

    Q: Have you considered selling voice-packs(A:k.a greenhorn, rough, etc) in the store as a cosmetic item? If so, have you considered doing a voice-over yourself?

    A: Yes, we have. I even wanted to get some of the original voice macro packs on the store. Dunno about doing one myself, I HATE hearing my own voice, I can't even watch any of the Planetside 2 promotional stuff because of it.

    Q: As a long time fan of Planetside, seeing that you're using punkbuster really makes me nervous. It's widely known that punkbuster not only doesn't stop hackers, it annoys legit players because it often fails to update properly. Free to play will greatly exacerbate the hacking problems which are bound to happen with punkbuster.

    A: Punkbuster is going to be one facet of our anti-cheating strategy, not the only thing. I don't want to go too deep into this except to say that we hate hackers as much as you guys do, and we'll be doing everything we can to make sure that Planetside 2 is as hacker-free as possible. I also pinged our Technical Director to see if he had any additional info on this, here's what he said: "Anti-hacking is obviously very, very important to us. We pay attention to what the community is saying about it, and want everyone to know not a day goes by that we aren’t thinking about ways to better our anti-cheats/anti-hacks. Make no mistake, though, Punkbuster is just one of the tools in our toolbelt, it is by no means something we’re just leaning on. We have over a decade of experience with people doing everything they can do to get into our games, and even so we will do a better job with Planetside 2 than we have done before. As far as Tribes, I would suggest that the absence of evidence is not evidence of absence."

    Q: About how big is the team developing Planetside 2? What kind of "resources" is Sony throwing at it? Any other details of the behind-the-scenes you could lend some insight on?

    A: Right now the game team is about 90 people. It's a seriously badass group of developers with tons of experience across MMO and FPS games. We're definitely putting a lot of effort into making this game, it's a passion project for not just the team but SOE as a whole all the way up to the brass.

    Q: What other mmos have you worked on other than PS2

    A: I've worked at SOE for over 10 years, I started in QA working on the original EverQuest expansions (around the time of Velious). My first design gig was on Star Wars: Galaxies where i mostly did data monkey work. on EverQuest 2 I created a lot of game systems such as the collections system, the arena pets system, exploration, lore and legends quests, etc etc. More recently I was the User interface / user experience lead on Free Realms and the creative director for Clone Wars Adventures.

    Q: Surgile, yay or nay?

    A: nay! in fact we don't have an activatable runspeed buff. All of our implants are passive.

    Q: I just wanted to say thank you.. for making a sequel to the greatest game I ever played. Just one question, will there be an acquisition timer for MAX's again ?

    A: We may have to institute a cool down on MAXes although we don't have one at the moment... like many things we're going to really see where the rubber meets the road once we get to betA:

    Q: Will the MAXes use the new shield system or will they retain the old armour system and still need repairs from engineers? What hit detection does PS2 use? Is it a client-side one, a server-side or a mix between them

    A: Right now MAXes use armor, they're the only infantry class without a shield and do require engineers to support them. The hit detection is a mix, there are clientside and serverside checks.

    Q: I know it's probably too early to give any exact answers, but I was wondering: How large is the initial beta wave expected would be? Considering how many copies of PC Gamer sold, and how many PS1 vets there are, how will players be prioritized as to who gets in first? Will opt-in sign ups even have a chance at getting in until much later?

    A: Not totally sure how large the initial beta wave will be. Probably in the hundreds - thousand range. That prioritized queue is a pool, so we'll pull from that pool until it's empty. This will all be based on our project needs. Beta is a really important tool for us on the game dev side and we need to be sure that we're getting our needs met so that we can make the best game possible. Opt-in signups will be invited later, again, as needed.

    Q: What feature in PS2 are you most excited about that wasn't in PS1? As in, what new addition do you think will "make" the game?

    A: I really hope the territory control system works as well as we think it will. If it does, it'll add a ton of freedom and strategic choices to the meta-game and keep the feeling of the game fresh every time you play, rather than playing in the same areas of the same continents over and over again.

    Q: Will the customization system focus on skins/textures or will there also be the option of changing parts of the model for the classes as well? ie. shoulder pads, helmets, boots, etc.

    A: There will be geometry changes possible with the cosmetic customization... we're trying to be careful to not go too overboard here though so that we maintain recognizable class silhouettes. There are a lot of VS screenshots out there! Tramell is a VS die hard (and die often) so he sneaks in VS screenshots as much as possible.

    Q: In PS2, every vehicle has some kind of mine protection,and everybody can use C4, no Spitfire turrets in PS2,no personal armor repair. What is there for an Engineer to do besides repair vehicles and place a manned turret? Can you place a manned turret almost anywhere or are you limited ,like in PS1?

    A: Engineers will have other tricks up their sleeves besides just the turret, being able to place dynamic cover, mines, and the like. Although vehicles will be able to have mine guards, they'll be giving up something to do that, so the assumption that everything will be safe from mines isn't totally accurate. Right now turrets can be placed virtually anywhere, but some restrictions may be added if we find it being heavily exploited in betA:

    Q: Will there be joystick support for aircraft when the beta goes live?

    A: Yes. I got a pretty slick Logitech G940 force feedback setup with rudders and a thrust stick the other day, it's a lot of fun to fly with.

    Q: What are the basic classes that everyone is going to get at first and will there be any unlockable ones?

    A: Currently no classes are "locked" from day one you can play any of the classes or drive any of the vehicles in the game. You can also freely switch between classes at equipment terminals or when respawning so you're never locked into a class. Each vehicle and class will have tons of customization and multiple roles to specialize in based on certification, so there will be role based things to unlock (i.e. being a surveillance focused infiltrator rather than a sniping focused infiltrator, etc)

    Q: Have you guys locked down what classes are going to be in the game?

    A: Yes, absolutely. We have 6 right now:

        Light Assault - quick strike commando type unit
        Heavy Assault - strong anti-vehicle or anti-infantry troop
        Engineer - combat deployables and vehicle support
        Medic - keeps you from being a blood smear on the ground
        Infiltrator - sneaky sniper / gadgeteer with cloaking suit
        M.A:X - large mechanized battle suit suitable for anti-air, anti-vehicle and anti-infantry depending on loadout

    Q: Will there be a way to "lock" a continent for your empire like in PS1?

    A: Right now we don't have the concept of continent locking. Each empire has a small foothold on each continent and can fight on them at any time. We're doing this because we want more areas of the world to be under contention at any given time than PlanetSide 1 tended to have. As with most things, this is something we'll adjust in beta if the need arises.

    Q: Is it possible for the PS2 server to handle thousands of players in one hexagon or at one base? or is there some kind of in game system thing that stops this from occurring? The largest battles in Planetside 1 had pretty rough framerates. So I'm wondering how this will be handled this time around.

    A: Truthfully any time 1000 players decide to stand next to each other you're going to have some problems. Luckily in Planetside you'll be most likely killing some percentage of those guys before they totally fill up your screen. We don't have any planned heavy handed methods to keep people from travelling where they want to within a continent, but we will be doing things like putting missions up to encourage players to spread out and keep around optimal player populations in battle areas.

    Q: What is your contingency plan if one of the factions get extremely under populated (let's say less than 10%)?

    A: Faction balance is a tricky problem for sure... it's one of the things on the project that keeps me up at night. Right now our plans are all positive incentives to play on the teams that have a lower population, we're trying to stay away from negative consequences for over-populated teams, although if we get a real problem with over population we'll probably have to do something heavy handed like that.

    Q: Spying - I am concerned about the ability to spy in a F2P game. What's stopping me from creating an account on an opposing faction, only to gather intelligence about troop locations, movement, and plans? I can use this information to my advantage. For example, I can gather data about how to flank a troop movement, inform my faction that a base was just left empty, or have my outfit change specs based on if a platoon is air heavy, vehicle heavy, etc... Please explain any mechanisms you have to deter people from doing things like this.

    A: Spying is another issue. We won't be stopping you from creating a player on enemy empires, we just can't. We'll have a good, robust grief system in place to keep you from being able to kill all the defenders of a base before going in yourself on your other empire, but that is definitely a challenge to combat.

    Q: AI (stated long term goal) - Would this be Auto-defense on bases? Attackable convoys for resources? Please no bots or companions, thanks.

    A: We have LONG term plans to add AI in the form of a fourth faction, we'll see if that pans out, but it should be pretty cool. Auto-turrets are something we could do right now but we just aren't - we want defense to be player-active, not passive. Might change in the future if necessary.

    Q: Humbly request the ability to prone at some point (your last AMA said no plans currently), even if it's not initial release. It just really helps with the realism aspect.

    A: Prone probably won't happen, if we do it it'd be well after release.

    Q: As a NC player, will I be able to buy or loot a Pulsar or Cycler? They all showed up in the cash shop and looked to be obtainable.

    A: The marketplace offerings we showed at GDC aren't representative of the final offerings, you won't be able to acquire cross-factional weapons. We also don't have looting in the game right now, although that's an ongoing debate.

    Q: Will the air vehicles have countermeasures to combat enemy AA missiles?

    A: Air vehicles will absolutely be able to equip countermeasures, although they'll be trading other functionality to do so.

    Q: In PS1, anti-armor rockets were near useless on infantry... In BF3 they were one-shot kills on infantry. Will PS2 rockets be closer to BF or PS?

    A: Direct rocket hits will probably kill light infantry classes in PS2, but the splash damage is tuned to not be as devastating to infantry as in BF3.

    Q: Will ANTs and NTUs still be a thing?

    A: Right now we don't have a concept of ANTs, but we still have logistical elements for sure, mobile respawn and resupply and the sort. Our facility capture gameplay is quite a bit different than the first game, though.

    Q: I heard they weren't going to include the Phantasm in PS2, why is that?

    A: Our goal with vehicles was to get as many different vehicle roles covered with the smallest number of vehicle and player customization. A Galaxy with a cloak module that had some strong tradeoffs might fill the void felt by Phantasm users at some point...

    Q: Will there be organizational tools for outfit leaders?

    A: A lot of our hopes for massive coordination both for outfits and in general rely on the mission system. Our design for the mission system is that players (including your outfit leaders) can create missions which are then accepted by players to complete. Ideally by having various levels of granularity we will allow large groups of people to coordinate without the overhead. We've got a lot of work to do to make this perfect, and my hope is that by having some big organized outfits helping us out in beta we can hammer out all the features that you guys want / need in order to have the best possible experience.

    Q: Have you guys decided on including a premium subscription yet?

    A: We will have a premium membership, although we haven't locked down exactly what that will include. Our goal has always been to create the game first and then build the business model that best services the game, rather than trying to conform the game to some particular business or membership model.

    Q: Will Planetside 2 make vehicles/deploy-able assets feel valuable and worth protecting?

    A: Vehicles you spawn will cost you personal resources, so you'll definitely want to keep them alive and not just toss them away.

    Q: How does day combat differ from night combat?

    A: Our plan is to make nighttime dynamic. Sometimes (like when there is a full moon) it might not be TOO dark, but other times it'll be really dark and having nightvision / spot lights will be highly advantageous.

    Q: Which community are you more looking forward to getting feedback from in the beta, the MW / BF players or the Planetside 1 players?

    A: I think each of those groups you mentioned (as well as non-shooter MMO players, old school arena shooter players, etc) will have valid feedback and concerns. The PlanetSide community is going to have the most expertise about how the massive shooter gameplay works, for sure.

    Q: PS2 looks so amazing, but I'm so very scared of it being too laggy in both framerate and network to play on such a massive scale as like.. 500+ people being in the same zone.

    A: We have a lot of projections and tests with hundreds and thousands of bot clients. Lag, network and framerate, are huge concerns for us also. These sorts of problems are why making MMO games are so difficult -- luckily we have a bit of experience with solving them.

    Q: Do we have the same Health/Armor mechanic in PS2 as we had in PS1, or is armor going to be more of a "damage reduction" thing? How is that mechanic working?

    A: Armor does have some damage mitigation properties, but it's a bit more flat than PS1. We have shields too which can be customized and will have various configurations per class.

    Q: Have you decided on a Vanu MAX ability yet?

    A: Still haven't finalized VS MAX abilities. What do you guys think would be cool?

    Q: Is the TR tank still going to require three people to be fully functional?

    A: No, the TR tank will be fully functional with the same crew compliment as the other ES tanks.

    Q: Will we be able to do old school "Generator-drop-and-hold" operations to seriously inconvenience the baddies, like we could back in Planetside 1?

    A: You'll definitely be able to do some cool coordinated behind-enemy-lines attacks - generator drop-and-hold isn't quite what it is since we don't have Lattice anymore, but similar concepts for sure.

    Q: Have you nailed down any of the Outfit game mechanics more than when we last talked?

    A: Outfit advancement mechanics are still in flux enough that I don't really want to commit on what it will look like quite yet.

    Q: How is F2P and the store going to work in beta? Will things be purchasable? Will purchases carry over after launch?

    A: once we're reasonably sure that we won't do any character wipes we might unlock commerce during betA:

    Q: Taunts, how are those going to work? Any cool ones?

    A: Taunts will play on the enemy screen when activated, we haven't implemented this system yet so I can't tell you which ones I think are cool yet

    Q: Spotting, max distance? Is it a cheap way to spot things? How do you intend to implement it?

    A: There will be a max distance on spotting, and a max number of spotted targets, we've been thinking about ways to make this a bit cooler and work better with massive battles - so don't expect it to be just like BF3 or something.

    Q: Will there be HATS?

    A: Yep, we have hats.

    Q: K : D... Is there something better to focus people on in what is essentially an objective based game? Score:death?

    A: Achievements. K : D is easily understandable and usually meaningful. Scoreeath may be another metric we surface.

    Q: Visual customisation, how in depth will it be? Customisation on the same level as changing individual armour parts like Halo maybe?

    A: it won't be as robust as Halo, they didn't need to worry about hundreds of players with hundreds of customizations. Ours will be leaner.

    Q: eSports, how do you intend to implement this? You've made hints about intending to.

    A: Tournament modes are something we've talked about adding post-launch. It's something i'm really passionate about so I'm looking forward to it.

    Q: Eyefinity, will it work? Also, track IR?

    A: Not sure on Eyefinity and TrackIR, we have them on our compatibility list but we haven't do anything to specifically implement either so far.

    Q: Do you guys use in-house tools to design the levels? I know the engine is in-house, but...what do you use to build the levels?

    A: we build our maps with an in house terrain tool and objects built in Maya and Zbrush

    Q: Entropy in cash transactions and trading? Bit like TF2 boxes and keys? Will that kind of thing be in?

    A: there is a design on the table about random loot (crate) type system. It's a fairly common mechanic in F2P games, dating back several years, and obviously it works quite well in TF2. We'll see...

    Q: Will all Implants be consumable (such as the XP Booster that we heard about)? Or will there be some that are slottable and remain indefinitely, such as a Fast-Reload Implant that might work like a CoD perk?

    A: All implants are consumable. They're a pretty important drain in our resource economy.

    Q: What are some Engineer-specific explosives? We've learned that some/all Classes have access to C4/Boomers/demopaks, and TwoThreeSix said that Engineers get the widest array of tactical bombs. What are some of them?

    A: Engineers are dope. They're exclusively able to deploy tank mines, they also have armor piercing underbarrel launchers which are exclusive. They'll have a turret that shoots explosive shells, through the cert system engineers can specialize in different explosives like HE claymores which do additional damage and we're playing around with having anti-AOE certs on them that cut down on damage taken through explosives (so they can hang out near vehicles and not get chewed up by the explosive damage as much)

    Q: Does the Combat Medic have access to heavier weapons than the Engineer? (ie- the Combat Medics in the amazing GDC demo were wielding non-carbine variants of their ES rifles; can Engineers wield non-carbine variants/assault variants as well?).

    A: Engineers and Medics will probably have very similar weapon classes, engineers are going to have the advantage of being able to deploy turrets that are extremely powerful, though stationary.

    Q: How many slots will an Engineer have available to them to carry devices/deployables? Will they be able to carry more than one device at a time? And/or would their be a sidegrade that allowed them to drop another kind of item (such as their sidearm or nanite-repair tool) in favor of holding two deployable items at a time?

    A: We're still messing around with the rules for this, right now they have a tool that allows them to deploy a variety of combat engineering - we'll probably break this apart and make you select what you'll be deploying ahead of time (maybe in a few buckets of available deployables)

    Q: Will it support SLI/Crossfire?

    A: We will support both SLI and Crossfire.

    Q: How does changing factions work? Like a cool down period before you can switch?

    A: You select an empire when you create your character and from then on you're locked into that empire. Since Planetside 2 is a free-to-play game there is no limit on the number of characters you could create to try out the other empires, though!

    Q: I've heard it said that a veteran player would have up to a 20% advantage over newbies, disregarding skill. Is this 20% from straight upgrades, or simply being more equipped to handle certain scenarios via sidegrades? both?

    A: This is sort of misleading... I'll try to clarify.

    Our goal is to allow no more than a ~20% variance in player power between someone whose unlocked lots of stuff and optimized their build and someone who hasn't. We really want the determining factor in any mano-a-mano battle to be player skill, no upgrades, implants, or whatever. So ideally a 5 minute player and a 5 year player can be competitive with one another.

    The vast majority of items that you can unlock are "sidegrades" that present some tradeoffs, i'm giving up damage to get a faster firing rate or giving up runspeed to carry a bigger gun. Obviously certain combinations of these will have benefits that aren't strictly 100% perfectly balanced against every other choice, but we hope to keep these imbalances to under 20% so that the competitive landscape can be maintained.

    Things that you'll be able to straight-up "upgrade" would be potentially things like having minor health regeneration, minor runspeed buffs, time to switch to ADS with different scopes, etc. Again, all totaled, we don't expect or want those differences to exceed a 20% variance.

    Q: There has been a lot of concern over the "cash" shop if you will and one thing you've always said is you won't be able to buy power, but "convenience" items are on the table. I'm almost more worried about that because what that seems like to me is faster respawn, lower timers, things like that.

    A: for me, "power" means i'm buying something that when I stand toe to toe with you gives me an advantage that you don't have. I have more health so it takes you longer to kill me, I have more bullets so I don't have to reload as often, etc.

    While faster respawn times or my ability to acquire resources faster are, from a certain point of view, increasing my power it doesn't affect my ability to kill you and your ability to kill me, so, to me isn't "buying power". Now, if your entire empire buys a theoretical implant that lets you respawn faster, your empire has a power advantage because they spend less time dead, but that's a kind of abstract view of things and kind of unrealistic. In reality, you're personally trading money for time - buying convenience, and that, in my book, is okay. I'm positive this will spark debate, and I'm looking forward to reading it!

    Q: How much of an importance will stealth be for Infiltrators? Will they be able to use the night/shadows and cloaking to sneak past people or will people just be able to spam markers on them and then the entire enemy team can just see that?

    A: Infiltrators will have a lot of different options, we see them being specialized to be 100% cloaked sneaky behind-enemy-lines guys who stab enemies to death or setup explosives, or as sniping / recon guys with weaker cloaks (time limited, limited visibility) who use their cloak to move from location to location and for "oh shit" moments when someone sneaks up on them. There will be a lot of possibilities, infiltrators are probably the most diverse class right now.

    Q: Are you guys going to consider bringing back the old voice commands from PS1?

    A: We have something similar (although simpler) than PS1. I really want to bring the VOICES back as customization.

    Q: I've heard you or one of the other developers say that you're focused on sidegrading rather than upgrading. Still, will max-level players have any sort of upgrade (or feature/ability) that low level players don't have?

    A: One of our goals is to keep a strong sense of competition between veterans and newer players. Obviously veterans will already have huge advantages in terms of knowing the game, knowing what weapons to use in what situations, etc. That's already quite a bit of advantages without layering on game mechanic advantages on top of it!

    Q: How will intercontinental travel work, Will I be able to fly my reaver into a warpgate to defend a base on a different cont. more speedy, or will have have to deconstruct in a spawn tube, load in a base wait a timer our possibly and spawn all over again.

    A: You'll be able to use warpgates to take vehicles from continent to continent.

    Q: Are we going to have destructible base components, I.E spawn tubes, Terms. Generators. On that, will I have to switch to a engineering class to repair theses. I.E if a gen is down and i cannot switch to this class could i possibly pull a glue gun out of a locker in a light class to repair the fallen gen?

    A: We'll have destructible objectives like equipment terminals in bases and engineers will be able to repair them.

    Q: A big part of the first one was side strafing, aka warping, will this be a valid tact ( or frustration to some people) in PS2

    A: We're doing everything we can to make the ADAD spamming not be possible in PS2.

    Q: Will we be seeing higher in Hacking like in PS1. I.E hack the command console of a base and disable radar. Poison turrets, So on and So fourth.

    A: We have a lot of plans for post-launch hacking enhancements, at ship it will most likely be fairly rudimentary since hacking isn't a big focus for us right now.

    Q: During the GDC demo I noticed a bunch of Object popping. I.E a tree would come out of nowhere, I'm assuming this is becuase of the alpha nature of PS2 right now. On that in terms of a graphical standpoint could a player tweek lets say flora density to improve gameplay performance?

    A: We don't have options for disabling flora right now. Anything that can affect gameplay we want to remain on, i.e. you can't disable weather, sunbeams, etc. This stuff is client side so it's probably not too difficult for someone to disable if they really wanted to.

    Q: Can explosives be attached to friendly maxes? What are the current limitations or thoughts on where it can be placed?

    A: Probably not on friendly MAXes. Enemy MAXes though, for sure.

    Q: Has there been any internal discussion about redesigning the magrider to function more like the TR and NC tanks with a free rotating turret and broader appearance?

    A: Lots of discussion, the current plan is to stick with the Magrider as is.

    Q: [VOICE] Are there persistent channels that exist, that officers in an outfit can have moderating privileges over?

    A: You'll have a guild channel that you have moderation controls of. We may allow you to create sub-channels.

    Q: [VOICE] Is there an ability to join more than one channel at a time? Such as, Outfit General, or Outfit Command

    A: If we allow multiple channels you'll be able to join multiple channels, toggling between them for push-to-talk might be an issue, you may have to bind several talk keys.

    Q: Can non-outfit individuals join our outfit channel if we wish?

    A: Right now no non-outfit players would be allowed in the outfit chat.

    Q: Is there an ability to tie out of game capabilities with the voice server, so we can see who is online without logging in game?

    A: You'll be able to see who is online without having to go in game.

    Q: Can a player create their own channel that isn't tied to an outfit/squad/vehicle that will remain persistent even if they log off?

    A: Right now there isn't ad hoc channel creation, but I imagine it would be fairly easy to add if that was a common request.

    Q: Will in-game voice be able to be detected by enemy players in close proximity? If that's not a baseline feature, will there be something like an implant that will let you eavesdrop?

    A: No, no cross-empire ease-dropping

    Q: T-ray described the Scythe flying like a UFO. Does that mean that it 'strafes' in mid-air? If not, can you elaborate on how it flies?

    A: It can move vertically and laterally at speeds far greater than the other ES planes

    Q: Will the VR Training zone be coming back?

    A: No VR training right now.


Title: Re: Planetside 2
Post by: Speedy Cerviche on March 25, 2012, 12:35:31 PM
solid Q&A.

Still have seen very little about the economy & resource system, very curious about it.


Title: Re: Planetside 2
Post by: Malakili on March 25, 2012, 12:40:53 PM
Quote
  Q: Will there be HATS?

    A: Yep, we have hats.

Looks like people are finally learning from Valve\

(http://files.g4tv.com/ImageDb3/276411_S/valve-vs-most-gaming-companies-nugget-from-the-net.jpg)


Title: Re: Planetside 2
Post by: Mrbloodworth on March 29, 2012, 10:22:41 AM
Exclusive Alpha Gameplay Walkthrough HD (http://www.gametrailers.com/video/exclusive-alpha-planetside-2/728575)


Title: Re: Planetside 2
Post by: Malakili on March 29, 2012, 10:37:06 AM
About what what I was expecting to be honest.  Looks good enough at this point.


Title: Re: Planetside 2
Post by: Trippy on March 29, 2012, 10:47:45 AM
That looks pretty good.


Title: Re: Planetside 2
Post by: shiznitz on March 29, 2012, 11:45:04 AM
I agree that it looks great.  It will all come down to how the different load-outs limit you, but I guess you can change those when you die as long as you have earned enough exp to have a few trees open to you.  Going too deep into one class tree early on could really suck.  That said, it probably makes the most sense to someone who plans to get serious early.   Meaning me.   :awesome_for_real:

NC MAX here I come.


Title: Re: Planetside 2
Post by: 01101010 on March 29, 2012, 11:57:44 AM
Pretty... sure. Still not drinking this kool-aid. I'm waiting to see interiors.  :oh_i_see:


Title: Re: Planetside 2
Post by: Malakili on March 29, 2012, 12:49:03 PM
That looks pretty good.


It depends on how the strategic stuff plays out, which we don't really have any feel for based on that video.  If it is just a decent shooter in a big world, then I'll just play a session based shooter which will probably have tighter, better gameplay.  If they manage to pull off everything in that video without neutering the strategic side, then I'm in.


Title: Re: Planetside 2
Post by: Ghambit on March 29, 2012, 03:42:37 PM
Kinda funny the dichotomy between PS2 and Heroes and Generals.  The latter harps on its solid strat meta and the former on its pew pew abilities.  The development has been completely reversed between the two.  One gets the core strat/resource stuff in place and then worries about the units later, the other does the opposite.

My guess is there's something innately broken about PS2's system and/or they just can't decide how they want to make it work.


Title: Re: Planetside 2
Post by: Speedy Cerviche on March 29, 2012, 04:51:44 PM
I just hope there's SOME meat on the strategic side... the lack of info is worrying though.


Title: Re: Planetside 2
Post by: Malakili on March 29, 2012, 04:54:16 PM
If after PS2 comes out I feel compelled to resubscribe to WW2O *again* I'm going to cry.


Title: Re: Planetside 2
Post by: shiznitz on March 30, 2012, 07:10:45 AM
One of things that is not clear from the PS2 videos at this point is if the shortened TTK in infantry vs infantry combat has been extended to other areas.  If infantry TTK is only 1 second, how fast does an anti-infantry MAX mow down infantry?  What is the TTK on taking down a MAX if one is optimally specced for that?  Same with anti-ground/anti-air and armor v armor.

If a Vanguard is killed by 2 hits from another MBT, then combat is going to be spam and spawn over and over.  One could die very quickly in PS1 but that almost always happened from having the enemy focus fire on you.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 30, 2012, 07:30:58 AM
combat is going to be spam and spawn over and over.

Well, they are "borrowing" heavily from the BF series. 


Title: Re: Planetside 2
Post by: Speedy Cerviche on March 30, 2012, 10:29:23 AM
Well exactly how many torso shots should a medium equip suit be able to take from an assault rifle? 2? 3? 4?



Title: Re: Planetside 2
Post by: 01101010 on March 30, 2012, 10:37:42 AM
There is a point of diminishing returns when it comes to realism and video games.


Title: Re: Planetside 2
Post by: shiznitz on March 30, 2012, 10:47:13 AM
I am not questioning the absolute time or number of shots it should take.  I don't pretend to know that.  I am just wondering about the difference between specialized and general TTK.

Is the MAX AA loadout the same as the MBT AA loadout as far as Reaver TTK?  Does the anti-vehicle Reaver loadout kill a MBT faster than a MAX AV loadout?  I haven't seen anything in the previews that lays out these basic relationships.  If TTK overall is fast to begin with, are specializations going to be about getting an extra .25 seconds?


Title: Re: Planetside 2
Post by: Speedy Cerviche on March 30, 2012, 10:52:20 AM
One would think combat vehicles overall would have to be significantly tougher than footsoldiers, in order to justify the extra resource expenses assuming (hoping) resources are actually meaningful.


Title: Re: Planetside 2
Post by: Trippy on March 30, 2012, 12:43:29 PM
That looks pretty good.
It depends on how the strategic stuff plays out, which we don't really have any feel for based on that video.  If it is just a decent shooter in a big world, then I'll just play a session based shooter which will probably have tighter, better gameplay.  If they manage to pull off everything in that video without neutering the strategic side, then I'm in.
At this point in my gaming career I don't care so much about strategic aspect of the game -- I just want to PEW PEW PEW with lots of other people at the same time. I used to get pissed in PS when people weren't playing "to win" and also got pissed that gains made were so easy to erase. Now I'm realistic that even if the designers are able to come up with a cool strategic element to the game the players will find a way to screw things up just like they did in the original PS.


Title: Re: Planetside 2
Post by: Malakili on March 30, 2012, 01:45:08 PM

At this point in my gaming career I don't care so much about strategic aspect of the game -- I just want to PEW PEW PEW with lots of other people at the same time. I used to get pissed in PS when people weren't playing "to win" and also got pissed that gains made were so easy to erase. Now I'm realistic that even if the designers are able to come up with a cool strategic element to the game the players will find a way to screw things up just like they did in the original PS.


I can relate to that more or less, I just figure the "lot of people" only matter to me in a strategic setting.  If I want to pewpew I'm actually pretty happy with just Tribes: Ascend, and Counter Strike: GO is just around the corner.  If/when the pewpew is what I care about, I'd just as well have a smaller focused session based game.  The "lots of people" don't add a lot for me in and of themselves.

In other words, if all it is is an MMO Battlefield, I'd probably be just as happy with Battlefield.


Title: Re: Planetside 2
Post by: Ghambit on March 31, 2012, 06:54:20 AM
I am not questioning the absolute time or number of shots it should take.  I don't pretend to know that.  I am just wondering about the difference between specialized and general TTK.

Is the MAX AA loadout the same as the MBT AA loadout as far as Reaver TTK?  Does the anti-vehicle Reaver loadout kill a MBT faster than a MAX AV loadout?  I haven't seen anything in the previews that lays out these basic relationships.  If TTK overall is fast to begin with, are specializations going to be about getting an extra .25 seconds?

Your worry would play right into resource mechanics with regards to equipment availability.  TTK may be 1 sec. on a max vs. reaver but it matters moreso in the sense there is limited supply on the Max.  If there's an unlimited supply of equipment (and you dont have to wait for availability) then TTK is less relevant.  You'd just die and come right back in.

Lemme simplify though with this question:  will there be attrition in this game at all?


Title: Re: Planetside 2
Post by: 01101010 on March 31, 2012, 09:04:07 AM
As much as I hate the direction this game seems to be heading, I would like to know how much ammo are you able to carry and how to you resupply. I get this dreadful suspicion that I am going to have a magic box thrown on the ground that grows bullets in my inventory.


Title: Re: Planetside 2
Post by: Surlyboi on April 01, 2012, 06:08:21 PM
As much as I hate the direction this game seems to be heading, I would like to know how much ammo are you able to carry and how to you resupply. I get this dreadful suspicion that I am going to have a magic box thrown on the ground that grows bullets in my inventory.

I have a feeling you're right.


Title: Re: Planetside 2
Post by: 01101010 on April 02, 2012, 05:51:19 AM
I gotta baaaaaad feeling about this...


Title: Re: Planetside 2
Post by: shiznitz on April 02, 2012, 07:06:49 AM
I liked the "massive" in PS1 because as an undenied bottom quartile player in FPS games, I want a population large enough where there WILL be someone I can kill.   :drill:


Title: Re: Planetside 2
Post by: Ghambit on April 02, 2012, 07:16:34 AM
I liked the "massive" in PS1 because as an undenied bottom quartile player in FPS games, I want a population large enough where there WILL be someone I can kill.   :drill:

Or at least something you can do besides shoot someone.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 09:52:20 AM
So, you no longer hack bases anymore.

Awesome.


Title: Re: Planetside 2
Post by: Trippy on April 16, 2012, 09:56:04 AM
:headscratch:

How do you cap cases now?


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 10:03:53 AM
I'll give you a guess.



Title: Re: Planetside 2
Post by: Trippy on April 16, 2012, 10:11:29 AM
Did they give hackers something new to do in PS2 then? Or did they reduce the importance of that cert overall?


Title: Re: Planetside 2
Post by: Surlyboi on April 16, 2012, 10:11:43 AM
Lame


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 10:39:45 AM
Did they give hackers something new to do in PS2 then? Or did they reduce the importance of that cert overall?


AFAIK, they still have doors. That are apparently more secure than Consoles now. Dam the VS and their technical marvels.

Hacking:

No Vehicle jacking.
Not needed for capturing.
Doors are hackable.
Terminals? Not even needed because you spawn with all equipment.
I have no idea what else.... But all cloakers are hackers and all hackers are cloakers now.


What I do not understand, Is it REALLY so hard to cover a guy while he is hacking a base? or is this just another "Battlefield does it" choice.

Because in my mind this is a step backwards.

One is a team who had the forethought and team building to bring the right equipment/skills to complete an objective, with all the pro/cons that comes with it. likely Including, many hours training together to insert that hacker.

The other is a bunch of people playing alone together that happen to be in range of the flag. Boom head shot.


Title: Re: Planetside 2
Post by: Trippy on April 16, 2012, 10:44:03 AM
Are there vehicle terminals you can hack? That was always fun in PS1 :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 10:46:16 AM
Its not like you can pull an AMS right in the base anymore. /shrug


Title: Re: Planetside 2
Post by: Malakili on April 16, 2012, 10:49:30 AM

One is a team who had the forethought and team building to bring the right equipment/skills to complete an objective, with all the pro/cons that comes with it. likely Including, many hours training together to insert that hacker.

The other is a bunch of people playing alone together that happen to be in range of the flag. Boom head shot.

I think you've answered your own question.  The more we see of this game the more it is clear they want to it to be playable without ever actually coordinating in any meaningful way with anyone else.


Title: Re: Planetside 2
Post by: Trippy on April 16, 2012, 10:51:32 AM
Its not like you can pull an AMS right in the base anymore. /shrug
Oh yeah. Fuck.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 10:56:20 AM
 :cry:


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 11:15:57 AM
We don't get Enter/Exit animations, but we do get Cockpit views.  :oh_i_see:

(http://a.yfrog.com/img864/3593/wpnvg.jpg)


Taking bets if they let you turn it off.  :oh_i_see:


Title: Re: Planetside 2
Post by: Ghambit on April 16, 2012, 11:41:33 AM
I dont mind being able to shut off cockpit, but only if they allow mouselook within it to balance the odds against people who dont use it.  If mouselook is allowed no matter the view, then yah... fail.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 11:43:59 AM
I mind.

Its akin to grass in PS1. Maybe you had the horsepower to render it. But you were a fool not to turn it off anyway.

Everyone needs to be playing the same game, or the inclusion of the model is useless.


Title: Re: Planetside 2
Post by: Slayerik on April 16, 2012, 11:47:47 AM
Yeah, I think I've pretty much lost hope in this. It's a shame, too.


Title: Re: Planetside 2
Post by: Speedy Cerviche on April 16, 2012, 11:48:25 AM
Sneaking in and hacking was cheesy anyways, glad its gone. Go play thief or deus ex if you wanna do that. Nobody wants to play this game to do patrols/sentry duty against some sneak who plays with a cloaking device and looks for unguarded consols to takeover. People wanna play planetside for massive battles.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 11:48:58 AM
Sneaking in and hacking was cheesy anyways, glad its gone.

Stop talking.


Title: Re: Planetside 2
Post by: Surlyboi on April 16, 2012, 12:42:22 PM
Sneaking in and hacking was cheesy anyways, glad its gone.

Stop talking. trolling.

Seriously cervix, shut the fuck up.


Title: Re: Planetside 2
Post by: Ghambit on April 16, 2012, 04:48:55 PM
I mind.

Its akin to grass in PS1. Maybe you had the horsepower to render it. But you were a fool not to turn it off anyway.

Everyone needs to be playing the same game, or the inclusion of the model is useless.

It's not akin to grass because we're talking about a flight model here, not a shooter on foot.  Any time you can run a virt. cockpit with mouselook/head-tracking you're far and away much more capable than someone with a few more fps running a locked 3rd-person view, outside, whatever.  (assuming they lock it)   And it's not the same game for the simple reason if I fire up my trackIR and hotas stick I'll pretty much pwn anyone running some high-fps arcadey view, or even the cockpit view with standard controls.  Matter of fact, an argument can be made the game is totally different in this sense.

Impossible to code everyone into the same game.





Title: Re: Planetside 2
Post by: Mrbloodworth on April 16, 2012, 05:14:00 PM
I was referring to grass, not due to FPS, but to hide in. Everyone turned it off. So Timmy in the tall grass over there is at a disadvantage.


Its already settled. Its a fixed feature, in first person you have cockpit view, also mouse look is in, so is third person for aircraft. At least they have sense :)

Quote
Matthew Higby ‏ @mhigby
it will always be on when you're in first-person. Third-person won't have any targeting and will be mostly for spatial awareness


Title: Re: Planetside 2
Post by: Ghambit on April 16, 2012, 06:08:29 PM
Sense indeed.  I wont lie, I'm happy.  Shows they fuckin listen at least in those regards.
Granted, I planned on running a combat wing almost strictly so a lot was hinging on this for me.


Title: Re: Planetside 2
Post by: 01101010 on April 16, 2012, 07:15:35 PM

AFAIK, they still have doors. That are apparently more secure than Consoles now. Dam the VS and their technical marvels.

Hacking:

No Vehicle jacking.
Not needed for capturing.
Doors are hackable.
Terminals? Not even needed because you spawn with all equipment.
I have no idea what else.... But all cloakers are hackers and all hackers are cloakers now.


What I do not understand, Is it REALLY so hard to cover a guy while he is hacking a base? or is this just another "Battlefield does it" choice.

Because in my mind this is a step backwards.

One is a team who had the forethought and team building to bring the right equipment/skills to complete an objective, with all the pro/cons that comes with it. likely Including, many hours training together to insert that hacker.

The other is a bunch of people playing alone together that happen to be in range of the flag. Boom head shot.

Welp, the lack of an AMS had me on the edge and this just put me over. Fuck off Higby and SOE for eviscerating PS into generic shoot v2.3 with more people. See games these days are nothing more than a genre with a different skin now. God I hope GW2 live up to the word on the street.

edit: And just to add... since this will be F2P it will have some numbers, but what is the break point for it? I just want to watch Higby burn and count his excuses.


Title: Re: Planetside 2
Post by: Surlyboi on April 16, 2012, 07:43:14 PM
What's the lifespan of the average FPS these days? Three months? Six? They want stickiness and they're not going to get it because they're playing to the short attention span audience that is the BF CoD playerbase. Black Ops will drop in the fall and their playerbase will disappear and they'll be scratching their heads as to why.

Dumb. Dumb. Dumb.


Title: Re: Planetside 2
Post by: Malakili on April 16, 2012, 08:19:26 PM
What's the lifespan of the average FPS these days? Three months? Six? They want stickiness and they're not going to get it because they're playing to the short attention span audience that is the BF CoD playerbase. Black Ops will drop in the fall and their playerbase will disappear and they'll be scratching their heads as to why.

Dumb. Dumb. Dumb.

Maybe after all those people leave they will patch the game to give the few folks with hope what they want.

That is totally likely, right? :heartbreak:


Title: Re: Planetside 2
Post by: Kitsune on April 16, 2012, 09:05:39 PM
So, you no longer hack bases anymore.

Awesome.

┬─┬ノ( º _ ºノ)

(╯ಠ_ಠ)╯︵ ┻━┻

Fuck that, I'm out.  Covering the hacker while praying desperately for the timer to go faster and listening to the gunfire getting closer was the last awesome thing that they could remove before I completely gave up on the game.  Camel's back, meet straw.


Title: Re: Planetside 2
Post by: Surlyboi on April 16, 2012, 09:15:18 PM
What's the lifespan of the average FPS these days? Three months? Six? They want stickiness and they're not going to get it because they're playing to the short attention span audience that is the BF CoD playerbase. Black Ops will drop in the fall and their playerbase will disappear and they'll be scratching their heads as to why.

Dumb. Dumb. Dumb.

Maybe after all those people leave they will patch the game to give the few folks with hope what they want.

That is totally likely, right? :heartbreak:

Nope, they'll shelve it, declare the whole experiment a loss because the playerbase obviously didn't like the non-shooter parts of it and roll out something even more basic.


Title: Re: Planetside 2
Post by: 01101010 on April 17, 2012, 04:23:03 AM
Nope, they'll shelve it, declare the whole experiment a loss because the playerbase obviously didn't like the non-shooter parts of it and roll out something even more basic.

Sounds familiar.  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 17, 2012, 09:54:58 AM
Planetside 2 - Night Ops Totalbiscuit  (http://youtu.be/x6HgC6Exs0U?hd=1)


Title: Re: Planetside 2
Post by: Engels on May 17, 2012, 10:14:25 AM
Smed gets fragged at 14:23


Title: Re: Planetside 2
Post by: Mrbloodworth on May 17, 2012, 10:31:34 AM
Indeed he does. I played PS with TB, so I do value his opinion.

I highly recommend watching this at the highest resolution.


Title: Re: Planetside 2
Post by: 01101010 on May 17, 2012, 11:35:33 AM
I see a lot of capture points... which may or may not be a good thing. Night time was a nice change. Spawning... stupid. No terms, instant popping into role and off you go. Really, I saw a lot of eye candy and a lot of BF3 dressed up like PS, as I have said all along. I may or may not have played with Biscuit (probably not since I was always in outfit only squads), but I do recall his name while I was playing so I will give him some credit. Frankly, I just can't get excited about nameless shooter #354 that is not from EA or Activision.

oh and SOE...


Title: Re: Planetside 2
Post by: HaemishM on May 17, 2012, 11:44:06 AM
I was actually impressed with it. It's very pretty.


Title: Re: Planetside 2
Post by: Malakili on May 17, 2012, 12:42:52 PM
Looks good as a shooter, but the big picture is what is going to make the thing sink or swim (at least from my perspective).  If it is just a fun sci fi shooter, I'll probably end up playing a bit and putting it down.  If it has a strategic layer which gets me really invested in the campaign, defending this or that, taking this or that, and generally caring about the outcomes of the battles outside of "I have an hour to play a game, I'll just log in and shoot stuff" then I could play this game for a long time. 

I don't think the gameplay looking Battlefield esque is a terrible thing - I liked Battlefield BC2 (haven't played BF3).  But again, if it is JUST Battlefield, then I don't see the point.  It needs to be more than that.


Title: Re: Planetside 2
Post by: Sky on May 17, 2012, 03:16:38 PM
I sometimes wonder if some of you are capable of just having fun. That looks awesome.


Title: Re: Planetside 2
Post by: Surlyboi on May 17, 2012, 03:59:36 PM
MW3 looks awesome too. Held my attention for the five hours to go through the single player plus another couple playing multi and I was done. Gerneric shooter is generic.


Title: Re: Planetside 2
Post by: LK on May 17, 2012, 06:30:02 PM
Night effects and tracer fire were shit hot.  The videos give a sense it'll handle well. I can appreciate that much.


Title: Re: Planetside 2
Post by: 01101010 on May 17, 2012, 07:37:03 PM
MW3 looks awesome too. Held my attention for the five hours to go through the single player plus another couple playing multi and I was done. Gerneric shooter is generic.

Hi! Let's be friends!  :awesome_for_real:


Title: Re: Planetside 2
Post by: Malakili on May 17, 2012, 07:55:19 PM
I sometimes wonder if some of you are capable of just having fun. That looks awesome.

I'm not.  I get bored of games where I'm "just having fun" really quickly.  They are "just fun" for a few hours, and then I grow bored because I get a lot of my enjoyment from games from learning/analyzing/planning, etc. 


Title: Re: Planetside 2
Post by: Surlyboi on May 17, 2012, 09:00:12 PM
I had really high hopes for this. And I'll still definitely play it, but looking at a lot of the developer bios and talks, I'm not enthused. To much new jack, too little history and too little understanding of what made the original PS unique. This will launch, get a decent initial playerbase and then, the new Medal of Honor and Black Ops 2 will drop and the servers will be ghost towns.


Title: Re: Planetside 2
Post by: 5150 on May 18, 2012, 05:26:28 AM
Maybe after all those people leave they will patch the game to give the few folks with hope what they want.

You mean like SWG! oh wai...


Title: Re: Planetside 2
Post by: Malakili on May 18, 2012, 05:29:50 AM
Maybe after all those people leave they will patch the game to give the few folks with hope what they want.

You mean like SWG! oh wai...

Yeah, I wasn't being serious.


Title: Re: Planetside 2
Post by: Sky on May 18, 2012, 06:22:33 AM
This will launch, get a decent initial playerbase and then, the new Medal of Honor and Black Ops 2 anything will drop and the servers will be ghost towns.
That's every mmo since WoW came out.


Title: Re: Planetside 2
Post by: shiznitz on May 18, 2012, 08:11:12 AM
I think the F2P model will keep populations high enough for decent battles for a good amount of time.  That said, my main concern remains what seems to be very fast TTK, even before headshots.


Title: Re: Planetside 2
Post by: 01101010 on May 18, 2012, 08:24:52 AM
Headshots...  :uhrr:


Title: Re: Planetside 2
Post by: Sky on May 18, 2012, 11:38:44 AM
That said, my main concern remains what seems to be very fast TTK
I agree with that.

I do favor hit boxes, because it favors accurate shooting over bunny hoppers, though.


Title: Re: Planetside 2
Post by: 01101010 on May 18, 2012, 12:21:21 PM
That said, my main concern remains what seems to be very fast TTK
I agree with that.

I do favor hit boxes, because it favors accurate shooting over bunny hoppers, though.

And aimbots...


Title: Re: Planetside 2
Post by: Sky on May 18, 2012, 12:40:32 PM
Cheaters gon' cheat, no matter what you do.

But it's definitely a prime consideration, fps lives or dies by its cheat prevention imo. Reason #42 why I don't play online fps anymore.


Title: Re: Planetside 2
Post by: Venkman on May 19, 2012, 07:40:41 PM
I keep going back and forth on interest with this one. At this point, as long as it retains the crazy-ass sized battles of 100+ per side, I'll give it a shot. All these years and PS and WWIIO were the only ones to do it. Every other promise eventually devolved into some stupid public space chat/trade area with 16x16 or maybe 32x32 battle instances.

While I feel "Planetside" was more than just the big battles (it was the coordination, vehicles, hacking, etc tools that compelled emergent behavior), it's not like anyone else has iterated on all that. So if they want to play it safe but still have huge battles, maybe that's enough to keep them separated from run of the mill FPSes.

Aesthetics from that video look awesome.


Title: Re: Planetside 2
Post by: Engels on May 21, 2012, 03:47:19 PM
PS2 has sharp knees!


Title: Re: Planetside 2
Post by: Mrbloodworth on May 23, 2012, 09:58:10 AM
Planetside 2 - Get in my Liberator - TB (http://youtu.be/hjsd5uouw9I?hd=1)


Title: Re: Planetside 2
Post by: Sky on May 23, 2012, 12:14:06 PM
Higby's been playing Saint's Row again.

Which is AWESOME  :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 23, 2012, 12:24:32 PM
Personally, I'm a bit dismayed. While that was all cool and stuff. They turned the bomber into a gunship. Apparently bombs were to much for people to handle in the target audience.
 
The liberator is no longer a bomber.  :cry:


Title: Re: Planetside 2
Post by: 01101010 on May 23, 2012, 01:37:23 PM
There are no words for how fucking dumb the option to make shit look ridiculous is.

Seriously... I know PS was a bit cartoony in the graphics dept and the color schemes for the two throw-away empires were a tad on the flashy side, but it still had a grittiness to it - even the Vanu and their electric light orchestra tended on the darker side of the color spectrum and even the lasher disco spam gave off an electrical vibe as they flew by.

But really...Fucking hearts on the windows? Zebra stripes? Where does that shit fit in terms of three warring sides? Oh yeah... RMT. Decals I am all for... even outrageous shit.

Not too sure about the actual Liberator as a gunship. Two man Libs now... meh. Libs were not all that useful for infantry anyway. Carpet a courtyard and the fight moves indoors. Vehicles however... of course no AMSs means why bomb in the first place. Your AMS is flying around now so go for the AA guns. I wouldn't be surprised if they created a bombing loadout for the Reaver. It probably comes with fuzzy dice and 22"s.  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 23, 2012, 02:22:03 PM
Seems I was a bit off. I went back through the video and took screen shots of the tool tips.

Looks like they removed bombs, and added....well, fired bombs. Of course, as stated in the video, a lot of this is for testing, and may not make it to the finial game.

(http://dl.dropbox.com/u/1725660/PS2/Nose-Guns.jpg)

(http://dl.dropbox.com/u/1725660/PS2/Belly-Guns.jpg)

(http://dl.dropbox.com/u/1725660/PS2/Tail-Guns.jpg)




Title: Re: Planetside 2
Post by: Sky on May 24, 2012, 07:12:35 AM
BW, how are the bomber options not in the belly gun? Seems to me like they made it a more versatile vehicle, which is cool.
There are no words for how fucking dumb the option to make shit look ridiculous is.
You and about a dozen other people here need a new hobby. Here's an exercise: for the next month only talk about things you like.


Title: Re: Planetside 2
Post by: 01101010 on May 24, 2012, 07:22:56 AM
BW, how are the bomber options not in the belly gun? Seems to me like they made it a more versatile vehicle, which is cool.
There are no words for how fucking dumb the option to make shit look ridiculous is.
You and about a dozen other people here need a new hobby. Here's an exercise: for the next month only talk about things you like.

Really?  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2012, 08:16:02 AM
BW, how are the bomber options not in the belly gun? Seems to me like they made it a more versatile vehicle, which is cool.

I'm going to assume its for  Alpha testing. They may have just been adding guns to any slot just to test the guns themselves. It does seem bass-ackwards. I would not take that as finial positions or load out options.


Title: Re: Planetside 2
Post by: Sky on May 24, 2012, 09:41:11 AM

Really?  :oh_i_see:
You haven't been nearly as bad as several people have been about just hating on everything. That post just triggered the reaction about the general anti-gaming sentiment that's been going on around here for a while.

Also, zebra print loverator is awesome.  :drillf:


Title: Re: Planetside 2
Post by: Tmon on May 24, 2012, 10:01:55 AM
Maybe it's my inner gun nerd conflicting with my gaming nerd, but it strikes me as odd that they seem to be using a different gun for what would normally be an ammo choice.  For example, they have a 150mm gun that seems to be firing a type of HE ammunition that requires a direct hit, then a 150mm gun firing HEAT rounds that emphasize blast over penetration and third type that only fires guided rounds.  Also they seem to be confused about what  HE and HEAT rounds actually are.  Real HEAT rounds sacrifice blast effect to optimize armor penetration and HE rounds are designed to maximize blast and fragmentation.


Title: Re: Planetside 2
Post by: 01101010 on May 24, 2012, 10:37:41 AM

Really?  :oh_i_see:
You haven't been nearly as bad as several people have been about just hating on everything. That post just triggered the reaction about the general anti-gaming sentiment that's been going on around here for a while.

Also, zebra print loverator is awesome.  :drillf:

:facepalm:

...if this was Saint Row...sure, I could go with it. In fact, if SOE would name this game anything other than Planetside, I'd be ok with it. This is a Planetside game in name only. Might as well give us custom armors complete with red afros, striped pants, and big shoes. I have been stoning this abomination since Higby first started in about how cool this game is going to be - other stuff I hardly bitch about full on. Gripes and peeves, sure, but this game deserves my vitriol.


Title: Re: Planetside 2
Post by: kildorn on May 24, 2012, 10:58:37 AM
I don't see how custom textures makes it planetside in name only. Being an RTS would make it planetside in name only.

This appears from it's core to be Planetside, and fun. The custom textures are silly, but the gameplay is pure planetside from what I've seen.


Title: Re: Planetside 2
Post by: Speedy Cerviche on May 24, 2012, 11:50:16 AM
People here go apeshit about minor issues like vehicle boarding animations, you can't expect reasonable reactions.

They've chosen f2p model over subscription, that means they need to do stuff like this to generate revenue (otherwise it's by selling +1 gear).


Title: Re: Planetside 2
Post by: Sky on May 24, 2012, 12:58:01 PM
...and you get to shoot the kind of person who would fly the lovenator RIGHT IN THE FACE.

So...it builds community and rivalries in an organic fashion.

 :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2012, 03:49:22 PM
PlanetSide 2 Massive Air Combat  (http://youtu.be/mfwd3U709dc?hd=1)


Title: Re: Planetside 2
Post by: Sky on May 24, 2012, 07:25:21 PM
I wonder how far back they'll dial those graphics for release. It's an mmo tradition, like nobody understands the word scalability or knows how to make a slider. Just because Joe Pwn moves the slider all the way to the right on his circa 2005 pc doesn't mean we remove it for everyone.

Oh wait, yeah it does  :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2012, 09:10:06 PM
http://www.youtube.com/watch?v=ptGe-UplC34&sns=em

New tb video


Title: Re: Planetside 2
Post by: Surlyboi on May 24, 2012, 09:36:07 PM
People here go apeshit about minor issues like vehicle boarding animations, you can't expect reasonable reactions.

They've chosen f2p model over subscription, that means they need to do stuff like this to generate revenue (otherwise it's by selling +1 gear).

That last bit redeemed your post. Your first sentence, shut the fuck up.


Title: Re: Planetside 2
Post by: Yoru on May 25, 2012, 12:51:06 AM
I will gladly pay $10 for leopard-print armor and neon tank skins if it will make the zealous hardcore weep tears of blood. Even better if there's 3D-positioned local voice chat and I can do Call Me Maybe (http://www.youtube.com/watch?v=fWNaR-rxAic&ob=av2n) drive-bys to shatter your immersion.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 25, 2012, 07:45:23 AM
Zerbra like camouflage is somewhat common on aircraft, I have no issue with it. The hearts... No one will ever see them really...

Now, I do wonder about common pool items, and visual identification as to faction. I didn't really see much on that modded lib that would tell me what faction it was. Are we now supposed to rely on red arrows over head, the BF 3D spotting system they copy pasta, or on hover rednames for IFF?


Title: Re: Planetside 2
Post by: Sky on May 25, 2012, 08:25:11 AM
To my earlier point, if they're pushing customization for monetization, what kind of hit is visual quality going to take when you have a couple hundred people with 5 different customizations (plus loadouts) all winging around the area?


Title: Re: Planetside 2
Post by: Mrbloodworth on May 25, 2012, 09:32:24 AM
a lot as far as performance, not sure about requiring reduction other than on the fly or user set. I think its the number one driving factor as to why they removed so many original vehicles. However, PS1 was all front loaded assets, Ps2 uses disk streaming, mitigates some overhead, but its still an issue.


Title: Re: Planetside 2
Post by: Surlyboi on May 25, 2012, 09:23:14 PM
I will gladly pay $10 for leopard-print armor and neon tank skins if it will make the zealous hardcore weep tears of blood. Even better if there's 3D-positioned local voice chat and I can do Call Me Maybe (http://www.youtube.com/watch?v=fWNaR-rxAic&ob=av2n) drive-bys to shatter your immersion.

For the end of that video alone, I will buy her first album. Who cares if the wife just clued me in that Bieber discovered her.


Title: Re: Planetside 2
Post by: Lantyssa on May 26, 2012, 03:17:02 AM
Normally I skip youtubes.  Thanks!

:drillf:


Title: Re: Planetside 2
Post by: Mrbloodworth on May 26, 2012, 07:39:59 AM
Planetside 2 - The MAX Unit  (http://youtu.be/qMwZ2c37KL8?hd=1)

Re-posting all the videos so they are easier to find:


Planetside 2 - Just what is it all about, anyway? (http://youtu.be/ptGe-UplC34?hd=1)

Planetside 2 - Get in my Liberator (http://youtu.be/hjsd5uouw9I?hd=1)

Planetside 2 - Night Ops  (http://youtu.be/x6HgC6Exs0U?hd=1)

PlanetSide 2 - Massive Air Combat  (http://youtu.be/mfwd3U709dc?hd=1)

PlanetSide 2 - Alpha Highlights Video  (http://youtu.be/SIE42ZfdKbI?hd=1)




Title: Re: Planetside 2
Post by: Mrbloodworth on May 30, 2012, 07:32:16 AM
Planetside 2 - Partnership & E3 Broadcast  (http://youtu.be/YGYcFfiD3K8?hd=1)

Community Interview with Matt Higby  (http://youtu.be/Nl3UduQprZ4?hd=1)



Title: Re: Planetside 2
Post by: Sky on May 31, 2012, 11:16:29 AM
Not really a big surprise, since he's had great access thus far.

I wish they'd balance it with a partnership with Simon and Lewis :)


Title: Re: Planetside 2
Post by: kaid on May 31, 2012, 02:26:12 PM
From what I have been seeing they are basically making the liberator more like a close support gunship instead  of a high altitude bomber. The fired bombs are more like a grenade launcher from the clips I have seen so useful but different role than the old bombs. That said its still alpha and they appear to be trying lots and lots of stuff option wise.


Seems I was a bit off. I went back through the video and took screen shots of the tool tips.

Looks like they removed bombs, and added....well, fired bombs. Of course, as stated in the video, a lot of this is for testing, and may not make it to the finial game.

(http://dl.dropbox.com/u/1725660/PS2/Nose-Guns.jpg)

(http://dl.dropbox.com/u/1725660/PS2/Belly-Guns.jpg)

(http://dl.dropbox.com/u/1725660/PS2/Tail-Guns.jpg)





Title: Re: Planetside 2
Post by: Mrbloodworth on June 01, 2012, 06:33:38 AM
Planetside 2 - Dual Commentary with Matt Higby and TotalBiscuit (http://youtu.be/onvySU5NkFo?hd=1)


Title: Re: Planetside 2
Post by: Sky on June 01, 2012, 08:14:30 AM
I have to say, watching these videos makes me really want to fly the Vanu/Cylon thing. I'm TR thumper through and through, but it's tempting.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 01, 2012, 08:17:17 AM
I really do not like the Auto repair and auto Re-supply. There are invisible walls over land. People get resources automatically every once in a while, just because ( Everyone is special? ). You can switch seats with a key press, you can enter any vehicle from any angle. You can't kick an empire completely off a continent, they have an impenetrable base. You can bail instantly from anything. They have power increases in my Planetside. I thought this was a War game.


Title: Re: Planetside 2
Post by: 01101010 on June 01, 2012, 08:42:13 AM
I thought this was a War game.

Umm, since when?

Note the 2 next to the name.


Title: Re: Planetside 2
Post by: shiznitz on June 03, 2012, 12:14:09 PM
There will be a significant number of players asking for more "war" once this thing launches and they are going to have to patch it in later. 


Title: Re: Planetside 2
Post by: 01101010 on June 03, 2012, 12:32:39 PM
There will be a significant number of players asking for more "war" once this thing launches and they are going to have to patch it in later. 

LMAO. Well played.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 04, 2012, 06:47:36 AM
New Killcam. Its definitely better.

(http://a.yfrog.com/img741/7255/mqzmi.jpg)



Title: Re: Planetside 2
Post by: Surlyboi on June 04, 2012, 07:22:29 AM
Well, that's not bad.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 05, 2012, 11:12:06 AM
PlanetSide 2 Empires at War E3 2012 Trailer (http://youtu.be/r_htNqTRnv0?hd=1)


Title: Re: Planetside 2
Post by: Sky on June 05, 2012, 12:26:32 PM
How do these shitty voice actors keep getting work? Sounds like a couple of the talentless twats that did Rift. Either that or horrid, horrid direction and writing. Or both.

Cringe-worthy. Sounds like a shitty dubbed japanese 80s saturday morning cartoon rather than a war game.

Also, need to stop with: The. Three. Words. Hint: it only works if the three words work as a phrase AND independently, that's the whole point.

I love where they're going with the game, but ye gods that's a terribad trailer. Someone hire new marketing. I'm available, if that's what professional money buys :)


Title: Re: Planetside 2
Post by: Goumindong on June 05, 2012, 06:45:18 PM
Planetside 2 - Dual Commentary with Matt Higby and TotalBiscuit (http://youtu.be/onvySU5NkFo?hd=1)

No hit scan weapons :) Bullet drop on everything except lasers!

That makes me really happy. Totally OK with one shot one kill headshot snipers when they've got to time it and deal with the bullets trajectory


Title: Re: Planetside 2
Post by: Lantyssa on June 05, 2012, 07:23:11 PM
Are all Vanu weapons lasers?


Title: Re: Planetside 2
Post by: Surlyboi on June 05, 2012, 08:21:25 PM
Planetside 2 - Dual Commentary with Matt Higby and TotalBiscuit (http://youtu.be/onvySU5NkFo?hd=1)

No hit scan weapons :) Bullet drop on everything except lasers!

That makes me really happy. Totally OK with one shot one kill headshot snipers when they've got to time it and deal with the bullets trajectory

You say that now. Wait 'til I snipe you while you're hiding behind a rock because the bullet dropped just enough to land in your dome.


Title: Re: Planetside 2
Post by: Goumindong on June 06, 2012, 01:05:35 AM
Are all Vanu weapons lasers?
I do not know. I think most of them are is what they implied. Its somewhere in the video


Title: Re: Planetside 2
Post by: 01101010 on June 06, 2012, 03:27:51 AM
Are all Vanu weapons lasers?

Traditionally, the Vanu-specific weapons are all energy-based.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 06, 2012, 07:07:43 AM

PlanetSide 2 - Defended Gameplay (http://youtu.be/QHjBSJDGwhk?hd=1)

PlanetSide 2 - Death from Above Gameplay  (http://youtu.be/1-4AePpza-4?hd=1)

PlanetSide 2 - Equipping the Max Gameplay  (http://youtu.be/pMdNnJfk_WA?hd=1)

E3 2012: Base Defense Gameplay (Cam) HD (http://www.gametrailers.com/video/e3-2012-planetside-2/731515)


Title: Re: Planetside 2
Post by: Engels on June 06, 2012, 09:14:02 AM
That last vid in particular is the Planetside I knew and loved. I'm glad they kept the turbine hum of the Galaxies. That sound is like a home cooked meal.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 06, 2012, 10:52:01 AM
Planetside 2 - Live from E3 - 4/5/6 TB (http://www.twitch.tv/totalbiscuit/b/320486940)


Title: Re: Planetside 2
Post by: Sky on June 06, 2012, 11:29:06 AM
Maybe showing retards playing on the show floor isn't the best idea.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 06, 2012, 12:19:14 PM
I was going to say something about target audience, but decided not to.

Many things from the videos look fantastic. But I still have many reservations.


Title: Re: Planetside 2
Post by: Surlyboi on June 06, 2012, 03:09:22 PM
I love the ammo counter semi-circle in the HUD, a lot of that looks and feels like it could be related to PS, but there's still a little too much BF/CoD in there. I'm hoping playing it changes my mind, but we'll see.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 07, 2012, 07:28:40 AM
Planetside 2 iOS Demo With SOE's Josh Hackney  (http://youtu.be/kmdFQy3oNBg?hd=1)

(http://a.yfrog.com/img611/294/94qprs.jpg)

The Growing Battlefield in PlanetSide 2 (http://e3.gamespot.com/video/6381290/the-growing-battlefield-in-planetside-2) (lolz title)


Title: Re: Planetside 2
Post by: Mrbloodworth on June 07, 2012, 10:00:15 AM
E3 2012: Walkthrough Part 1 (Cam) HD (http://www.gametrailers.com/video/e3-2012-planetside-2/731790)

E3 2012: Walkthrough Part 2 (Cam) HD (http://www.gametrailers.com/video/e3-2012-planetside-2/731792)


Title: Re: Planetside 2
Post by: Mrbloodworth on June 08, 2012, 06:53:35 AM
Quote
We’re running almost exclusively on GeForce GTX 670’s here at the E3 booth. We’re really happy with the performance we’re getting out of the 670 video cards, and we can’t wait to see more and more of those out there so everybody can be running Planetside 2 at 2560x1600, which is what we run it at back at Sony Online Entertainment

http://www.geforce.com/whats-new/articles/e3-2012-next-gen-planetside-2-powered-by-the-geforce-gtx-670/

Thats a rather pricy card. Any suggestions on equivalent or more middle of the road options?


Title: Re: Planetside 2
Post by: Yoru on June 08, 2012, 07:03:10 AM
The 660s should be coming out soon, from what I hear - circa July. Those should be more reasonably priced, and should drop the prices on 560s and 570s considerably.


Title: Re: Planetside 2
Post by: Engels on June 08, 2012, 10:42:50 AM
Look at the rez they're running, tho. Unless you have a gigantor monitor, you don't need that. I suspect that it'll run just fine on a 500 Nvidia series or a 6000 series ATI card of some heft. At least I bloody well hope so. If they Vanguard this shit up, I'm gonna have a screaming meltdown.


Title: Re: Planetside 2
Post by: Sky on June 08, 2012, 11:32:18 AM
I'm hoping my dual 460s will continue to kick much ass for a while at 1080p. My main concern lies along the lines of all the cool graphical tricks they're throwing in...I'm a whore for that stuff. The night stuff is really coming together in the latest videos.


Title: Re: Planetside 2
Post by: kaid on June 08, 2012, 11:59:55 AM
The 660s should be coming out soon, from what I hear - circa July. Those should be more reasonably priced, and should drop the prices on 560s and 570s considerably.

If you are not looking to run it at that high of a rez and something more common like 1900 by 1080 any of the 500 series should be fine.


Title: Re: Planetside 2
Post by: Gets on June 09, 2012, 08:31:39 AM
Whoever thought it would be a good idea distribute beta keys through Twitter, now in parts or in randomized order, should be run over by a real life replica of the Sunderer in front of their family, including their pets.


Title: Re: Planetside 2
Post by: 01101010 on June 09, 2012, 10:23:36 AM
Whoever thought it would be a good idea distribute beta keys through Twitter, now in parts or in randomized order, should be run over by a real life replica of the Sunderer in front of their family, including their pets.

That has Higby's fingerprints all over it. Really dislike that guy.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 13, 2012, 11:39:51 AM
E3 Roundup awards:

Quote
Winners:

Winner Best of Show:  Game Informer (http://www.gameinformer.com/games/planetside_2/b/pc/archive/2012/06/06/hands-on-test-proves-planetside-2-s-worth.aspx)

Best Shooter, Best Free to Play, and Best PC Exclusive: GameSpy (http://pc.gamespy.com/pc/dishonored/1225010p1.html)

Best MMO Game and Best PC Game: IGN (http://pc.gamespy.com/pc/dishonored/1225010p1.html)

Best MMO - Digital Trends (http://www.digitaltrends.com/gaming/best-of-e3-2012-awards/)

Best Shooter and MMO - Flesh Eating Zipper (http://www.flesheatingzipper.com/podcasts/2012/06/e3-2012-fezcast-wrap-up/)

Best MMO - IGN (http://www.ign.com/articles/2012/06/05/igns-best-of-e3-2012-awards)

MMO of the Show - Massively (http://massively.joystiq.com/2012/06/11/massivelys-e3-2012-awards-and-impressions/)

Game of the Show - MMORPG (http://www.mmorpg.com/showFeature.cfm/loadFeature/6467/page/1)

Editor's Choice - Polygon (http://www.theverge.com/gaming/2012/6/11/3073906/editors-choice-awards-e3-2012)


Title: Re: Planetside 2
Post by: 01101010 on June 13, 2012, 11:44:02 AM
E3 Roundup awards:

Quote
Winners:

Winner Best of Show:  Game Informer (http://www.gameinformer.com/games/planetside_2/b/pc/archive/2012/06/06/hands-on-test-proves-planetside-2-s-worth.aspx)

Best Shooter, Best Free to Play, and Best PC Exclusive: GameSpy (http://pc.gamespy.com/pc/dishonored/1225010p1.html)

Best MMO Game and Best PC Game: IGN (http://pc.gamespy.com/pc/dishonored/1225010p1.html)

Best MMO - Digital Trends (http://www.digitaltrends.com/gaming/best-of-e3-2012-awards/)

Best Shooter and MMO - Flesh Eating Zipper (http://www.flesheatingzipper.com/podcasts/2012/06/e3-2012-fezcast-wrap-up/)

Best MMO - IGN (http://www.ign.com/articles/2012/06/05/igns-best-of-e3-2012-awards)

MMO of the Show - Massively (http://massively.joystiq.com/2012/06/11/massivelys-e3-2012-awards-and-impressions/)

Game of the Show - MMORPG (http://www.mmorpg.com/showFeature.cfm/loadFeature/6467/page/1)

Editor's Choice - Polygon (http://www.theverge.com/gaming/2012/6/11/3073906/editors-choice-awards-e3-2012)

Not a lot of games at E3 I assume...  :oh_i_see:


Title: Re: Planetside 2
Post by: Sky on June 13, 2012, 01:22:26 PM
What is it about posting in threads about games you don't like?


Title: Re: Planetside 2
Post by: Surlyboi on June 13, 2012, 06:12:16 PM
I don't particularly like a lot of the directions it's going either, but I'll still try it out.


Title: Re: Planetside 2
Post by: Sky on June 14, 2012, 06:32:08 AM
Yeah, I get the reasoning behind the dissatisfaction. It's not going to be a clone of the original...but the original didn't do all that well (even without the whole cave nonsense). While I'm a definite proponent of designing (and budgeting the development!) to the niche, game studios don't think that way.

As someone who loved PS1 casually, I think this one looks pretty great. Different, but I'm ok with that. I think it looks good enough to be worth setting aside stuff like entry animations and approach it with an open mind. It's not like we're getting a lot of polished large scale fps...and it is f2p and whatnot.


Title: Re: Planetside 2
Post by: Malakili on June 14, 2012, 09:20:49 AM
Yeah, I get the reasoning behind the dissatisfaction. It's not going to be a clone of the original...but the original didn't do all that well (even without the whole cave nonsense). While I'm a definite proponent of designing (and budgeting the development!) to the niche, game studios don't think that way.

As someone who loved PS1 casually, I think this one looks pretty great. Different, but I'm ok with that. I think it looks good enough to be worth setting aside stuff like entry animations and approach it with an open mind. It's not like we're getting a lot of polished large scale fps...and it is f2p and whatnot.

This is basically how I am looking at PS2 at this point.  It isn't exactly what I want, but what I have seen looks good enough that I'm going to try it at the very least.  The fact that there are no alternatives (besides going back to WW2O again, but I've worn that one out at this point) really helps PS2.


Title: Re: Planetside 2
Post by: Kitsune on June 14, 2012, 10:50:56 AM
All I want is Planetside, made cheaper, and made to work okay on modern hardware.  My only beef with PS1 was $10/month and the technical issues it had with networking and modern CPUs.  The gameplay was perfect and the graphics were fine.  Prettying up the graphics while screwing over the gameplay isn't an acceptable tradeoff.


Title: Re: Planetside 2
Post by: Ginaz on June 14, 2012, 02:29:52 PM
Is there beta testing for this yet and if so, where can I sign up? :heart: I loved PS1 when it first came out and this actually looks pretty good for a f2p game, much better than Tribes.  I wonder how PS2 will effect Tribes since they're both high quality f2p FPS?


Title: Re: Planetside 2
Post by: Malakili on June 14, 2012, 02:32:00 PM
Is there beta testing for this yet and if so, where can I sign up? :heart: I loved PS1 when it first came out and this actually looks pretty good for a f2p game, much better than Tribes.  I wonder how PS2 will effect Tribes since they're both high quality f2p FPS?

I can't imagine there will be too much overlap, they are drastically different games.  But then again, sometimes I make finer distinctions than others.


Title: Re: Planetside 2
Post by: Surlyboi on June 14, 2012, 03:35:44 PM
I doubt there will be much overlap either and I'm guardedly optimistic about PS2. It'll still probably turn out to be a shit show, but I'll play it.


Title: Re: Planetside 2
Post by: Goumindong on June 14, 2012, 04:35:53 PM
Is there beta testing for this yet and if so, where can I sign up? :heart: I loved PS1 when it first came out and this actually looks pretty good for a f2p game, much better than Tribes.  I wonder how PS2 will effect Tribes since they're both high quality f2p FPS?

Sign up at the main planetside 2 website.

Alternately go to their twitter and vainly attempt to get a key.

Beta start date has not been announced afaik.


Title: Re: Planetside 2
Post by: Sky on June 14, 2012, 07:42:06 PM
The one long vid with Higby and Totalwanker made it sound like closed beta was coming pretty soon. That covers a pretty big spectrum, of course.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 15, 2012, 06:46:07 AM
Yeah, "a few weeks" seems to be about as specific as one can get right now.


Title: Re: Planetside 2
Post by: 01101010 on June 15, 2012, 07:08:30 AM
Yeah, I get the reasoning behind the dissatisfaction. It's not going to be a clone of the original...but the original didn't do all that well (even without the whole cave nonsense). While I'm a definite proponent of designing (and budgeting the development!) to the niche, game studios don't think that way.

My argument and disdain comes from the fact that the first PS didn't do well, not from the gameplay design of a war game, but for the multitude of other problems stemming from netcode and development apathy. The core play of PS was the niche mark and PS2 just does not appear to stay true to that. They seem to have lost the synergy that made PS what it was in a quest to make a bigger BF3 or CoD. That is my source of vitriol here. I can see this boiling down in the first few months of release to nothing more than a bunch of individuals running around killing other players than a war game that progresses territory. A bunch of soldiers but not an army. I hope they can handle the massive scale they want, but I believe they lost site of the true purpose of PS, which was not a failing of the first PS but the reason to play it.


Title: Re: Planetside 2
Post by: Speedy Cerviche on June 15, 2012, 08:01:47 AM
What?? PS1 was not supposed to be a niche game...

it was supposed to be mass market, they just did such a bad job that it was relegated to niche, that was not the plan.

Also a bunch of you are making very sweeping judgements of how bad PS2 gameplay is before you even had a sniff at it which is pretty funny.


Title: Re: Planetside 2
Post by: Engels on June 15, 2012, 08:48:59 AM
Dude, MMOs in general were niche, never mind PS1. Tilll WoW, mmos in general had the market exposure of a leprous rat.


Title: Re: Planetside 2
Post by: Speedy Cerviche on June 15, 2012, 09:47:16 AM
Dude, MMOs in general were niche, never mind PS1. Tilll WoW, mmos in general had the market exposure of a leprous rat.

When Planetside 1 was released, Everquest was around 500,000 subs, pulling close to $100 million annual revenues. That is hardly niche.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 15, 2012, 10:20:18 AM
It was Niche. I also think you are completely missing 01101010's point of his post, insisting on zeroing in on a word choice.


Title: Re: Planetside 2
Post by: kaid on June 15, 2012, 01:32:07 PM
Yeah, I get the reasoning behind the dissatisfaction. It's not going to be a clone of the original...but the original didn't do all that well (even without the whole cave nonsense). While I'm a definite proponent of designing (and budgeting the development!) to the niche, game studios don't think that way.

As someone who loved PS1 casually, I think this one looks pretty great. Different, but I'm ok with that. I think it looks good enough to be worth setting aside stuff like entry animations and approach it with an open mind. It's not like we're getting a lot of polished large scale fps...and it is f2p and whatnot.


I think the whole f2p thing could really be good for a game like planetside and ps2. The first one using a sub model was one reason its player base stayed the size it did. Its hard for many to justify a sub fee for a FPS game. A F2P model along the lines of LOL is a much better fit for this kind of game than the old school sub model.


Title: Re: Planetside 2
Post by: Surlyboi on June 15, 2012, 03:44:26 PM
It was Niche. I also think you are completely missing 01101010's point of his post, insisting on zeroing in on a word choice.

Well, let's be fair, it IS speedy and he's already declared us all haters because we don't think BF/CoD is the way to go.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 20, 2012, 10:58:07 AM
PlanetSide 2 -- Ground Assault on Tech Plant HVAR  (http://www.youtube.com/watch?v=1HNlModij9A&feature=youtu.be)


Title: Re: Planetside 2
Post by: Mrbloodworth on June 26, 2012, 08:47:06 AM
Quote
Hi all! I wanted to start off this initial PlanetSide 2 Producer Letter to everyone in the community by saying a big ‘Thank you’. The development team has been working their butts off for the past year pulling the game together in anticipation of our first hands-on and Beta. All the fan support so far has been awesome and it’s been really motivating for everyone here as we’re cranking through making the game. At the end of the day we’re building this for the fans!

There is a crazy list of upcoming events this summer for PlanetSide 2 including ChinaJoy, GamesCom, San Diego Comic Con, and PAX Prime, and it really all kicked-off at E3 a few weeks ago. The Electronic Entertainment Expo was the first opportunity for hands-on with the game and thousands of people swamped the booth to do just that. It was three days of epic battles, headshots, tank explosions and kamikaze aircraft. The press jumped in as well and ended up sharing the love with nominations for 40 separate awards and 21 wins so far! For those that missed them, I’ve included some of the links below. The E3 demo was a critical milestone for PlanetSide 2, and we’re extremely proud of the team’s accomplishments, but we still have a ways to go... which is where all of you come in.

Like I said before, the community’s enthusiasm has been stellar, and the comments on Facebook, Reddit and Twitter have really helped shape the game. As we move forward we will continue to have that open dialogue with the PlanetSide 2 community as you are the most important members of our external team! That said, there has been a running theme from everyone revolving around Beta. That time is fast approaching and I wanted to take a moment to break down the phases of the upcoming PlanetSide 2 Beta and how your help is integral to the launch of the game.

We’re currently in Internal Closed Beta which includes daily team playtests, tons of optimizations, lots of bug fixing, polishing game mechanics... you get the idea. Our next step is a Technical Test Phase that will include testing our servers, concurrent players and further optimizations of both our client and our server. This critical step is necessary to ensure a solid foundation for the first phase of our External Beta. I want to be clear that this testing phase is not part of the actual Beta. I don’t want anyone feeling like this is some exclusive thing they didn’t get invited to. This is purely for making sure what video cards work, what drivers work, what machine speeds work and how they interact prior to External Beta.

External Beta will include primary rounds of entry for existing PlanetSide 1 players and additional External Beta registrants, including those who obtained Beta codes from the PC Gamer magazine cover feature. Playtests will be scheduled during this time to ensure the maximum testing of specific aspects of the game with ever increasing numbers of players. Your participation is extremely valuable to us and we’ll be balancing and revising base layouts based on your feedback. Again, we will be inviting as many of our existing PlanetSide 1 players as we can into the early phases of Beta determined by a number of different factors, including machine type. Rest assured PlanetSide 1 players... you’re top of the list in each phase.

As Beta progresses I will continue to send out more specifics on dates of each of the phases. If you don’t have a Beta code, you don’t have to go to eBay to get one. Prove your empire allegiance and tweet (@planetside2) or drop us a comment (facebook.com/planetside2) for a chance to receive a Beta code. Be sure to check out our Facebook APP as well!  And, if you haven’t done so yet, sign up for Beta access at www.PlanetSide2.com and ensure your contact information and computer specs are up to date. Please also remember that Beta testers will be under an NDA (Non-disclosure agreement) which requires acceptance prior to admission into Beta.

Thanks again for all the support and help in making PlanetSide 2 a truly epic experience!

Josh Hackney

Executive Producer, PlanetSide 2

 

Join PlanetSide Day!

Can’t wait for the launch of PlanetSide 2 Beta? Itching for some action? Pass the time and start honing your skills again in PlanetSide 1! The community is returning to Auraxis this Sunday, July 1st, in celebration of PlanetSide Day. In support of this monumental occasion, starting this week, SOE is granting 30 days of free game time to every former PlanetSide player who has ever had an active subscription!  

If you need to download PlanetSide 1, head to our Get The Game page (http://www.soe.com/getthegame/), find PlanetSide 1, and click Reinstall. We can’t wait to see everyone back!


http://www.planetside2.com/news/june-2012-producers-letter-beta


Title: Re: Planetside 2
Post by: Engels on June 26, 2012, 09:45:21 AM
So reading between the lines, if we resub to PS1, we will get into PS2 beta? Or are they not counting subscribers as of this announcement? (never mind the free month of PS1)


Title: Re: Planetside 2
Post by: Sky on June 26, 2012, 09:52:16 AM
I read it as paying subs set at the top of the list.

Yay for the nod to the PC Gamer promo, I sponsor that for the library's periodical room and yoinked the code when it came in.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 26, 2012, 09:55:40 AM
So reading between the lines, if we resub to PS1, we will get into PS2 beta? Or are they not counting subscribers as of this announcement? (never mind the free month of PS1)

No. To be a "vet" you needed to have had a sub, some years/months ago. Forgot what the cut off was.

For the 30 free days, you had to have had a sub at some point.


Title: Re: Planetside 2
Post by: Slayerik on June 26, 2012, 10:46:39 AM
So, anyone gonna fire up ole PS1? Vanu here....


Title: Re: Planetside 2
Post by: Mrbloodworth on June 26, 2012, 11:31:51 AM
Yep. TR here. My weekend is shot.


Title: Re: Planetside 2
Post by: Slayerik on June 26, 2012, 12:20:47 PM
If you are TR then shot is what you'll be when I see you!


Title: Re: Planetside 2
Post by: Simond on June 26, 2012, 12:22:11 PM
Loyalty until Death, Strength through Unity!


Title: Re: Planetside 2
Post by: Mrbloodworth on June 26, 2012, 12:30:36 PM
Quote
For those of you waiting on your time grants, we've confirmed that these should be done by 11:59 PM on June 27th (PST). This should give you plenty of time to get in for the weekend.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 26, 2012, 12:30:54 PM
If you are TR then shot is what you'll be when I see you!

Not likely.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 26, 2012, 01:01:15 PM
Check your E-mails people. Hardware servery for beta just went out.


Title: Re: Planetside 2
Post by: Goumindong on June 26, 2012, 01:05:25 PM
If any of you have a key and don't want one. I would love to take it off your hands.


Title: Re: Planetside 2
Post by: Surlyboi on June 26, 2012, 01:15:00 PM
Got the hardware request.

Not sure if my new retina Macbook Pro is up to the challenge.

Oh wait, yes I am.  :drill:


Title: Re: Planetside 2
Post by: JWIV on June 26, 2012, 01:50:15 PM
yep, reinstalling PS1 now.  smurf4lyfe


Title: Re: Planetside 2
Post by: Slayerik on June 27, 2012, 12:23:34 PM
If anyone is interested, I'll probably rejoin my old Vanu outfit for this. PM me if you want to try the game at a larger scale, they still do Thursday night 60+ man raids with Air, Inf, Armor divisions. Sunday night is Fun raid, theme night like ALL LIGHTNINGS! or MAX Crashes, gal drops and stuff.


Title: Re: Planetside 2
Post by: Surlyboi on June 27, 2012, 03:49:52 PM
Fuckin' barneys.


Title: Re: Planetside 2
Post by: Engels on July 01, 2012, 02:43:50 PM
So after getting most of my SOE game accounts UNBANNED (someone had attempted a hack apparently), I got back into PS with the 30 day free. Anyone else playing? I have 17th level smurf and TR toons.


Title: Re: Planetside 2
Post by: Slayerik on July 02, 2012, 04:55:50 PM
I'll be playin tonight some, if you decide to roll out like a real man (in purple).


Title: Re: Planetside 2
Post by: Gets on July 04, 2012, 03:19:54 AM
If you're certain you're going to be playing and paying for PS2, then today is a good day to skip buying those fireworks and invest in some dead zebra skins instead.

(http://i.imgur.com/AzH3K.jpg)


Title: Re: Planetside 2
Post by: Slayerik on July 05, 2012, 08:10:26 AM
Played some PS last night, sniped some people and zerged a tower a few times. I enjoyed it. I still really dig the sniping, bullet travel time, and reticle system. You really have to predict the target's reaction. I made an amazing shot on a MAX in run mode that was out of armor.

Might keep rocking this a bit....


Title: Re: Planetside 2
Post by: Ginaz on July 08, 2012, 04:45:22 PM
I read it as paying subs set at the top of the list.

Yay for the nod to the PC Gamer promo, I sponsor that for the library's periodical room and yoinked the code when it came in.

Thanks for reminding me.  I knew I had that issue of PC Gamer lying around somewhere.  I found it and the code worked.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 10, 2012, 06:10:02 AM
PlanetSide 2 - TwitchTV stream of Matt Higby  (http://www.youtube.com/watch?feature=player_embedded&v=017I9ghLsYA#!)


Title: Re: Planetside 2
Post by: Venkman on July 10, 2012, 05:48:04 PM
Looks rad. Couple of system hangs, and it felt kinda empty, but those are expected.


Title: Re: Planetside 2
Post by: Engels on July 10, 2012, 11:49:58 PM
Based on the pop-locks happening on PS1 NOW, don't worry, it won't be empty as soon as beta starts in earnest.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 11, 2012, 07:33:39 AM
BETA STARTS JULY, 12th! THAT IS THIS WEEK THURSDAY!

(http://gifs.gifbin.com/092009/1253612165_cat_running_around.gif)


Title: Re: Planetside 2
Post by: Sky on July 11, 2012, 08:44:31 AM
Or as we say on Earth, tomorrow!

 :ye_gods:

The time, I has none to play moar games!


Title: Re: Planetside 2
Post by: 01101010 on July 11, 2012, 08:59:25 AM
BETA STARTS JULY, 12th! THAT IS THIS WEEK THURSDAY!

(http://gifs.gifbin.com/092009/1253612165_cat_running_around.gif)

I expect a full report on Friday by 4pm.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 11, 2012, 09:02:30 AM
NDA!


Title: Re: Planetside 2
Post by: 01101010 on July 11, 2012, 09:04:32 AM
As if Higby even knows what the hell that even means. Now get out there and collect me some recon and prove me wrong about this farce of Planetside.  :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 11, 2012, 09:09:39 AM
PlanetSide Command Center -- Episode 1  (http://www.youtube.com/watch?v=Rogh8U1JPZw&feature=g-u-u)

Recorded before beta announcement.


Title: Re: Planetside 2
Post by: Surlyboi on July 11, 2012, 10:32:25 AM
Shit. And I just got off Solomon Island. My ADD sense is tingling...

What?


Title: Re: Planetside 2
Post by: Goumindong on July 11, 2012, 10:47:38 AM
Yea, so anyone have an extra code... I would gladly take it off their hands.


Title: Re: Planetside 2
Post by: Gets on July 11, 2012, 03:41:35 PM
Beta starts on my birthday? I don't know how I feel about this. I don't think the floating saunahouse I rented for the whole weekend has wifi.

Edit: Oh, hey, it's just a technical test. I can get relax and get pissdrunk at the same time after all.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2012, 09:22:57 AM
Foook your session based shooters!

(http://www.planetside2.com/uploads/dcsclient/000/000/002/981.jpg?v=146.4)



Title: Re: Planetside 2
Post by: Engels on July 12, 2012, 09:27:07 AM
One of those things is not like the other :)


Title: Re: Planetside 2
Post by: 01101010 on July 12, 2012, 12:02:07 PM
Lmao... EVILPIG.



Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2012, 12:54:25 PM
MC Ohm-I - This Is The New Conglomerate (http://www.youtube.com/watch?v=5uB_hbb0FJI&feature=plcp)

/whiteboydances


( Dirty NC bastard )


Title: Re: Planetside 2
Post by: Trippy on July 12, 2012, 01:03:34 PM
Revolution is the path to freedom!


Title: Re: Planetside 2
Post by: Mrbloodworth on July 12, 2012, 02:34:05 PM
Quote
Hey all!

First off, we're really all insanely excited about getting everyone in and playing the game as soon as possible. This has been a long road and it feels like we've all been in it together, having this next phase getting kicked off is a huge thrill for us.

I wanted to come by and give you guys some info about our beta plans and have there be one source of info from the dev team about what we're doing with beta rather than having a bunch of speculation based on tweets. Most of this info has been out there, but in various disconnected posts, so here it is all in one easy to reference spot.

Here is some general info about our current beta plans, what you should expect and when. I'll be sure to update this with more info and answers to more questions as I see them.

1 - Our external testing will be kicking off sometime this week (to be totally clear, I mean the week of July 9th - July 15th) with the technical test that we've been talking a lot about. This test will let us make sure the game runs across a variety of hardware configurations and the people invited will be hand picked based on the requirements in our hardware matrix. We're currently internally evaluating the build we expect to be used for this test and those players who have been selected will be receiving invites as soon as we're ready.

2 - We will be opening up the test in multiple phases or stages, inviting more and more players for each phase. Our priority invitees are those of you who are PlanetSide vets, and those who have priority beta keys (i.e. keys from the PC Gamer magazines), as well as those who received keys from members of the dev teams or at E3. Just so I'm 100% clear, we're not going to be opening the floodgates by inviting all of the thousands of PlanetSide veterans on day 1, but you are still the highest priority to get invites as we expand the testing circle out.

3 - Beta testing will begin with specific pre-determined times, and eventually will open up to being available more often. These testing times will be communicated through email to players who have been flagged for access.

4 - PlanetSide vets do not need a beta key, their accounts will be flagged for beta and they will receive an email letting them know – if you are a PlanetSide veteran, make sure your station account email is up to date.

5 - While we’re making every effort to communicate accurate times & dates to you guys, and get the beta going as soon as possible, if unforeseen circumstances occur and we’re forced to delay testing then we will.

6 - Beta testing is a critically important part of our development cycle on this project, we may be asking you to only play on tanks for a play session, or only play aircraft. We are doing true beta testing, not just a game demo and we implore those of you who are invited to understand and respect that. Things will break, the server will be unavailable sometimes, we will cancel scheduled tests when we find something that breaks before the test starts. All of this will help us make a better final game.

Looking forward to shooting you in the face and / or shooting other people in the face alongside you.

-
mh


Title: Re: Planetside 2
Post by: Malakili on July 12, 2012, 04:00:39 PM
Have a source BW?

NM, found it on PSU


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2012, 11:26:56 AM
(http://a.yfrog.com/img618/2889/6nstiw.jpg)


Title: Re: Planetside 2
Post by: Amaron on July 13, 2012, 01:09:59 PM
What is a planetside "veteran"?  If I bought PS1 when it came out and haven't played it in forever does that count?


Title: Re: Planetside 2
Post by: 01101010 on July 13, 2012, 01:22:45 PM
What is a planetside "veteran"?  If I bought PS1 when it came out and haven't played it in forever does that count?

Supposedly if you have ever had a Planetside login and still have a station account. I don't even have the email used from back then or the CC I used or even the same bank account. Then again, I don't really want to revive anything to do with this.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2012, 03:01:07 PM
What is a planetside "veteran"?  If I bought PS1 when it came out and haven't played it in forever does that count?

Should, yeah.


Title: Re: Planetside 2
Post by: Engels on July 13, 2012, 03:05:41 PM
Source? I keep hearing that, but I don't even remotely believe it. There's no way they can extend an open ended beta invite to every tom dick and harry that once had a PS1 account. It has to be wishful thinking, and there's gonna be wailing and teeth gnashing when it hits everyone that to qualify as a 'vet' you had to have been a paying customer for a PS1 account in recent memory or you aren't a real vet.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 13, 2012, 03:47:45 PM
http://www.planetside-universe.com/showthread.php?postid=713163#post713163

Quote
Did you subscribe to PS1? If so, don't worry about a Beta key. The keys are meant for everyone else who far outnumber former PS1 players. How do you get in? We'll let you know. Unlike new folks we know who played PS1 so already have their information. Make sure your Station account is updated and you are good to go. - RadarX

Also: *** PlanetSide 2 Ultimate Beta FAQ *** (http://www.planetside-universe.com/showthread.php?t=42217&highlight=Veteran)


Title: Re: Planetside 2
Post by: Engels on July 13, 2012, 04:38:41 PM
Well dip me in TR poop and call me Barney


Title: Re: Planetside 2
Post by: Sky on July 14, 2012, 08:31:07 AM
Would be cool if they allowed us to import our old character names :) Komoto-K ftw!


Title: Re: Planetside 2
Post by: Mrbloodworth on July 16, 2012, 08:21:46 AM
AGN PlanetSide 2 Interview with Matt Higby (http://www.youtube.com/watch?feature=player_embedded&v=rO9syubHTK0#!)

Apparently, Tech test E-mails went out during this filming.

Quote
Would be cool if they allowed us to import our old character names :) Komoto-K ftw!

^ Was touched on in the interview.


Title: Re: Planetside 2
Post by: shiznitz on July 16, 2012, 08:31:27 AM
Planetside 1 is still $15 a month, right?  If that is so, I don't think re-subbing just for a beat key is worth it. But I am tempted nonetheless.  I still think that PS1 in Beta was a better game than what went live,.


Title: Re: Planetside 2
Post by: 01101010 on July 16, 2012, 08:33:18 AM
BETA STARTS JULY, 12th! THAT IS THIS WEEK THURSDAY!

So did beta start? I am not asking for details, just want to know if it actually got off the ground.


Title: Re: Planetside 2
Post by: Nebu on July 16, 2012, 08:40:01 AM
If beta started last Thursday, then we probably have another few days until Bloodworth stops talking about how awesome it's going to be.   :why_so_serious:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 16, 2012, 08:54:23 AM
Tech test first, closed beta to start after. Tech test started over the weekend. Length of tech test to be determined by issues that crop up.


Title: Re: Planetside 2
Post by: 01101010 on July 16, 2012, 09:18:40 AM
Tech test?  :uhrr:

These kids and their new-fangled vernacular.


Title: Re: Planetside 2
Post by: shiznitz on July 16, 2012, 10:03:41 AM
Right. the correct term is "shit show".


Title: Re: Planetside 2
Post by: Mrbloodworth on July 16, 2012, 11:07:11 AM
Stress test, Tech test. Same thing. Kinda of a big deal for a title that supposedly supports 1000's int he same shooter environment.


Title: Re: Planetside 2
Post by: 01101010 on July 16, 2012, 11:40:32 AM
Stress test, Tech test. Same thing. Kinda of a big deal for a title that supposedly supports 1000's int he same shooter environment.

Thought this "tech test" was testing a range of hardware configs on a sample of the population's machines that will be playing. Which I don't have a true opinion of other than, meh... probably could have done that inhouse... it IS a part of Sony ffs - though this does give them a hype stage, even though I have not heard anything from anyone about this test (and yes NDA rah rah rah... when has that ever stopped anyone before?)

Stress test? I highly doubt that - that is what the first week or two in any game is for. You wanna stress test it, you use a very open beta and stand by with the fire extinguishers.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 17, 2012, 08:17:37 AM
PlanetSide 2 Cinematic Teaser Trailer (http://www.youtube.com/watch?feature=player_embedded&v=0Kua-YDiOEo)
Just a Trailer CGI.

PlanetSide 2 Exclusive Walkthrough (http://www.youtube.com/watch?feature=player_embedded&v=jTKM5CX5SWQ)
Good overview from PSU admen.

Planetside 2 Beta Gameplay with Matt Higby - at Sony Headquarters  (http://www.youtube.com/watch?v=_dcfjVnLrgQ&feature=player_embedded#!)
Guided play session with a lot of good info on squads, the store, and so on.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 17, 2012, 11:19:57 AM
Quote
John Smedley ‏@j_smedley

More Tech Test invite emails are being sent out shortly. This includes EU and Aussie players. Again this is NOT beta.


Title: Re: Planetside 2
Post by: Trippy on July 17, 2012, 11:49:30 AM
PlanetSide 2 Cinematic Teaser Trailer (http://www.youtube.com/watch?feature=player_embedded&v=0Kua-YDiOEo)


PlanetSide 2 Exclusive Walkthrough (http://www.youtube.com/watch?feature=player_embedded&v=jTKM5CX5SWQ)
Game looks very nice. I wanna see a really big battle, though.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 17, 2012, 12:11:44 PM
Big(ish) battle posted ^


Title: Re: Planetside 2
Post by: Mrbloodworth on July 18, 2012, 10:05:37 AM
Planetside 2 Interview - Tramell Isaac and Matt Higby (http://www.youtube.com/watch?v=o3HYUQ1jrpI&feature=youtu.be)

 :awesome_for_real:


Title: Re: Planetside 2
Post by: shiznitz on July 19, 2012, 07:23:11 AM
One question that I cannot seem to satisfy myself about.  If the MBTs are single driver capable, why would anyone choose a lightning?


Title: Re: Planetside 2
Post by: Slayerik on July 19, 2012, 07:24:46 AM
One question that I cannot seem to satisfy myself about.  If the MBTs are single driver capable, why would anyone choose a lightning?

Lack of tech plant, like in the old one?


Title: Re: Planetside 2
Post by: shiznitz on July 19, 2012, 07:27:09 AM
If that is the sole differentiator, that would be sad.


Title: Re: Planetside 2
Post by: 01101010 on July 19, 2012, 08:14:16 AM
One question that I cannot seem to satisfy myself about.  If the MBTs are single driver capable, why would anyone choose a lightning?

Lack of tech plant, like in the old one?

A man can dream.

Actually, that would be something that would get me interested in this fiasco again. Dependencies like this would give more value to territory at the expense of the Higby "Come one, come all! No waiting, no thinking, no planning necessary!" shooter framework. Having to capture a type of base in order to unlock certain vehicles just seems like useless waiting, if we are to stick to the theme.  :why_so_serious:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 19, 2012, 08:17:12 AM
There is lots of debate.

It comes down to one camp saying: "Well, with out the second gunner, it wont be at full power" Because, you know, that works so well in the Battlefield series.


Title: Re: Planetside 2
Post by: 01101010 on July 19, 2012, 08:35:51 AM
There is lots of debate.

It comes down to one camp saying: "Well, with out the second gunner, it wont be at full power" Because, you know, that works so well in the Battlefield series.

Wait, the MBT's can have a second person ride along? If so, what do they operate, a chain gun? If so, see Prowler for the least populated gunning position in the game (IMHO).


Title: Re: Planetside 2
Post by: Mrbloodworth on July 19, 2012, 08:55:57 AM
Right now MBT ( Main battle tanks ) have you as the driver and main gunner. All MBT employ a secondary weapon that can be a Chain gun, or AA or stuff in between ( No details that I know yet ).

There are two reasons they have done this.

1) Battlefield.
2) The magriders main cannon is fixed forward ( What was originally the driver gun ).


Title: Re: Planetside 2
Post by: shiznitz on July 19, 2012, 10:15:27 AM
What they don't explain is how one MBT with a driver and extra gunner is better than 2 MBTs without the gunners.  They don't explain it because it isn't true.  There might be very limited, special circumstances where the gunner adds significant survivability, but those limited situations would usually be better served by a different vehicle altogether.

MBT + AA Max > MBT + AA gunner in effectiveness and probably TTK, plus the Max guy is having a lot more fun than he would sitting in the tank like a tick.

It is pretty clear that the MBTs have a slot for the second gunner only to make them different than a lightning in a small way, otherwise it is just a more deadly, more heavily armored lightning - which it in effect is.  


Title: Re: Planetside 2
Post by: 01101010 on July 19, 2012, 11:07:42 AM
I see this as a good and bad thing. Bad in that it really just promotes rambo'ing in a tank since any extra gunner is going to be minimal (save for AA - a flak cannon on top of a MBT is retardedly OP sounding). The good part is that the driver will have to drive and shoot which makes for an easy target to flank. The whole point of having the driver separate from the guns was the driver is responsible for keeping your asses out of the shit and the gunner to blast away at the shit. I believe they eliminated the first part, which I'll admit, did kinda suck from the extreme fun part... hardly anyone truly enjoyed being a get-away chauffeur except magrider pilots pre-nerf.

I just want to know if bases have a reason or if they are just playgrounds. Territory, I sorta get... what purpose do the bases serve other than CQB areas


Title: Re: Planetside 2
Post by: Mrbloodworth on July 19, 2012, 11:10:13 AM
(http://i1271.photobucket.com/albums/jj623/Jacob_Calteux/JsmedleypostPS2.png)

Eeeek?!


I'm running Intel Core 2 Quad Q6600 Kentsfield 2.4GHz LGA 775 Quad-Core Processor!

IS THAT THE SAME THING!!!???  :cry:


Title: Re: Planetside 2
Post by: 01101010 on July 19, 2012, 11:13:12 AM
(http://i1271.photobucket.com/albums/jj623/Jacob_Calteux/JsmedleypostPS2.png)

Eeeek?!

Good for Smeds. Draw a line in the sand and don't kneecap your game in order to cater to the lowest common denominator in system specs... That said, I can't wait for the fallout.


Title: Re: Planetside 2
Post by: Gets on July 19, 2012, 11:30:26 AM
I just want to know if bases have a reason or if they are just playgrounds. Territory, I sorta get... what purpose do the bases serve other than CQB areas

You get resources for holding and capturing them, which you buy vehicles and grenades and stuff with, which also have their own shopping terminals located around the base. You can convert the main resource, Auraxium, to the other two though. Also each base is individually different in terms of capture points, how they are located and how far from each other. Biolabs are meant to be (pretty looking) indoor infrantry only areas, more CQB if you will. I hope that was what you were asking.

Eeeek?!

I'm certain Core 2 Duo users, according to Steam hardware surveys (http://store.steampowered.com/hwsurvey/) at least, make up half of the video gaming populace currently. They are making the game future proof, as in that long later you have the chance of playing the game in 9000x8000 with shadows enabled to max view distance. Similarly the guys making MWO only started their Core 2 Duo optimization weeks ago after they began selling pre-order packages. Would it not be more logical to cater to the weaker half of the ~PC gaming master race~ first in terms of performance and then focus on cranking up the visual oohs-and-aahs?


Title: Re: Planetside 2
Post by: Trippy on July 19, 2012, 11:33:13 AM
(http://i1271.photobucket.com/albums/jj623/Jacob_Calteux/JsmedleypostPS2.png)

Eeeek?!


I'm running Intel Core 2 Quad Q6600 Kentsfield 2.4GHz LGA 775 Quad-Core Processor!

IS THAT THE SAME THING!!!???  :cry:
Depends on whether or not the game can use more than 2 cores. If it can't then yes it's effectively the same thing. If it can use more than 2 cores you will get better performance but probably not by a significant amount.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 19, 2012, 11:39:05 AM
Dagnabit.

Guess its time to get a new machine. I knew it was comming.  :sad:


Title: Re: Planetside 2
Post by: Goumindong on July 19, 2012, 01:12:13 PM
One question that I cannot seem to satisfy myself about.  If the MBTs are single driver capable, why would anyone choose a lightning?

I can think of a few reasons

1: Resources
2: Speed
3: Possible armament differences

What they don't explain is how one MBT with a driver and extra gunner is better than 2 MBTs without the gunners.  They don't explain it because it isn't true.  There might be very limited, special circumstances where the gunner adds significant survivability, but those limited situations would usually be better served by a different vehicle altogether.

MBT + AA Max > MBT + AA gunner in effectiveness and probably TTK, plus the Max guy is having a lot more fun than he would sitting in the tank like a tick.

It is pretty clear that the MBTs have a slot for the second gunner only to make them different than a lightning in a small way, otherwise it is just a more deadly, more heavily armored lightning - which it in effect is. 

Even if 2 tanks>1 [and this was true in the original planetside too, 2 partially filled MBT's > 1 fully filled MBT] there should be some situations where it makes sense to only have one

1: Resources: spawning two tanks vs spawning one
2: Specialty characters: An infantry specialized character will probably still be more effective in a tank as compared to on the ground in an outdoor battle. This gives them a way to contribute on the way to an objective without having to spend resources on their own[probably weaker] vehicle


IIRC they also said they have time limits on spawns so you can't spawn things for your friends. This will mean that rambo'ing with vehicles will be less prevalent. Better to keep them alive as long as possible than blow yourself up and be left with nothing or a weaker vehicle on next spawn


Title: Re: Planetside 2
Post by: 01101010 on July 19, 2012, 01:47:56 PM
IIRC they also said they have time limits on spawns so you can't spawn things for your friends. This will mean that rambo'ing with vehicles will be less prevalent. Better to keep them alive as long as possible than blow yourself up and be left with nothing or a weaker vehicle on next spawn

Oh god time limits, I can see that getting all kinds of messy since that hardly goes along with the instant action theme. So the reason given to grab someone to gun for you is to keep your MBT alive longer even though they are going to be relegated to "tailgun" duty. I don't see a lot of people not in your outfit or on your friends list wanting to jump in your tank to operate a minor gun - especially since this game is emphasizing kill whoring even more than PS did after the expac.


Title: Re: Planetside 2
Post by: Gets on July 19, 2012, 02:25:20 PM
I don't see a problem with spawning a vehicle for someone I'm co-oping with if he's on a timer. Rather that than vehicle spam. Victory through solidarity and all that.

I wish they didn't add the ability to see if enemy vehicles have what number of players in them. In PS1 a way to lure enemy air vehicles to you was to have your AA gunner point turrets forward on your vehicle and making the player aching for a strafing run think there's only a driver. Advanced tactics like make multiplayer more interesting.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 20, 2012, 07:26:34 AM
So, how many of you will be playing this, or at least have decent interest?

At least at launch? I never really considered f13 to be FPS heavy group, so i'm curious.


Title: Re: Planetside 2
Post by: 01101010 on July 20, 2012, 07:47:07 AM
So, how many of you will be playing this, or at least have decent interest?

At least at launch? I never really considered f13 to be FPS heavy group, so i'm curious.

I am on a wait and see mode. I am softening my "Fuck this game" theme with the new info, but not by much.


Title: Re: Planetside 2
Post by: Lantyssa on July 20, 2012, 07:48:57 AM
It's free, so I'm sure I'll try it for 30 minutes.


Title: Re: Planetside 2
Post by: Sky on July 20, 2012, 08:14:13 AM
I am softening my "Fuck this game" theme with the new info, but not by much.
Ha! Heh. Ahem.

I'll be in. I loved Planetside but the intervening years haven't been kind to online gameplay jackassery or my tolerance thereof. So we'll see the level of commitment I have to sparkle republic.


Title: Re: Planetside 2
Post by: Malakili on July 20, 2012, 10:12:06 AM
So, how many of you will be playing this, or at least have decent interest?

At least at launch? I never really considered f13 to be FPS heavy group, so i'm curious.

Definitely will be playing, but already part of a different group with whom I'll be playing.


Title: Re: Planetside 2
Post by: Engels on July 20, 2012, 10:27:10 AM
I'll be in it, no question, and chances are I'll be able to drag some others with me, depending on the pricing scheme.


Title: Re: Planetside 2
Post by: Trippy on July 20, 2012, 12:25:59 PM
I'm concerned about the reduction in support roles but I will be giving it a try as an NC, of course.


Title: Re: Planetside 2
Post by: Slayerik on July 20, 2012, 12:31:46 PM
For some reason I am getting less and less excited about this.

I can't put my finger on it, probably all the Planetside that is being taken out for the BF.


Title: Re: Planetside 2
Post by: Gets on July 20, 2012, 12:52:19 PM
By the looks of it they keep taking in people who own GeForce 600/500 series cards right now.

While there's definitely a strong development orientation to try and get Battlefield-minded people hooked on the cash shop Planetside senior has not aged well at all. The appeal of choosing to avoid taking part in the battles and just go deathracing with friends is still there though.


Title: Re: Planetside 2
Post by: Goumindong on July 20, 2012, 05:33:52 PM
I will probably be playing this. I need a repayable FPS in my game lineup. I don't really have one I am that interested in.


Title: Re: Planetside 2
Post by: Surlyboi on July 20, 2012, 10:03:27 PM
I am softening my "Fuck this game" theme with the new info, but not by much.
Ha! Heh. Ahem.

I'll be in. I loved Planetside but the intervening years haven't been kind to online gameplay jackassery or my tolerance thereof. So we'll see the level of commitment I have to sparkle republic.

Sparkle Conglomerate be damned, I'll be there, but my, "we're catering to a playerbase that'll bail on us as soon as Black Ops 2 launches", sense is still tingling.


Title: Re: Planetside 2
Post by: UnSub on July 21, 2012, 02:25:36 AM
It's either that or cater to the player base who will bail as soon as Guild Wars 2 launches.


Title: Re: Planetside 2
Post by: Malakili on July 21, 2012, 06:47:49 AM
It's either that or cater to the player base who will bail as soon as Guild Wars 2 launches.

Well, or cater to the 10k people who have proven they care about a proper MMOFPS - but yeah, that isn't realistic.


Title: Re: Planetside 2
Post by: Surlyboi on July 21, 2012, 08:22:52 AM
It's either that or cater to the player base who will bail as soon as Guild Wars 2 launches.

Doubtful. Two vastly different audiences. 'Side GW2 will launch before this thing is out of beta.


Title: Re: Planetside 2
Post by: UnSub on July 21, 2012, 09:38:07 AM
Yeah, my timing was off.

My point was that if I was SOE, I'd be more interested in the massive market of online FPS players than the much smaller, just as fickle group of MMORPG players. Especially if I could get it out on the PS3 as well as the PC.


Title: Re: Planetside 2
Post by: Surlyboi on July 21, 2012, 02:41:37 PM
Yeah, but that still is probably the wrong audience. Or at least, the wrong audience to cater solely to. If you want stickiness, you've got to throw something in there that makes people want to stay rather than jump ship when generic shooter 1138 drops.


Title: Re: Planetside 2
Post by: Gets on July 21, 2012, 02:45:47 PM
They said they're done with invites for a week or so. No need to F5 your mailbox.


Title: Re: Planetside 2
Post by: Sky on July 23, 2012, 08:45:21 AM
Well, or cater to the 10k people who have proven they care about a proper MMOFPS - but yeah, that isn't realistic.
That's really the thing. You can sit and point at where PS1 stumbled from it's amazing potential, but that's not going to sell it to the suits. They just see a product that limped along for years.

My opinion is just to take it at face value and if it's fun, awesome. If not, oh well, at least they tried.

And really, if they can recoup development plus a nice egg on top from the fickle on both sides we could see another PS1 situation where the game stays live for years while still getting some development time. Which, if the game is fun, is not the worst thing.

There is no way it's going to be seen as a success by the suits at SOE, expectations for mmo/f2p stuff is so bubbled right now.


Title: Re: Planetside 2
Post by: Engels on July 24, 2012, 06:37:25 PM
They said they're done with invites for a week or so. No need to F5 your mailbox.
Where'd you get this information? I ask because I have it on good authority that this is bollocks.


Title: Re: Planetside 2
Post by: Goumindong on July 24, 2012, 07:31:40 PM
Yea, i just got a mail inviting me into the technical test. [Their confidentiality agreement does not prohibit confirming you're in the beta, just saying anything other than that.]


Title: Re: Planetside 2
Post by: Surlyboi on July 24, 2012, 10:06:06 PM
What Goumindong said...


Title: Re: Planetside 2
Post by: Gets on July 25, 2012, 03:38:34 AM
They said they're done with invites for a week or so. No need to F5 your mailbox.
Where'd you get this information? I ask because I have it on good authority that this is bollocks.

Yeah, I should have thunk twice before believing Smedley's tweets.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 25, 2012, 06:37:48 AM
Yea, i just got a mail inviting me into the technical test. [Their confidentiality agreement does not prohibit confirming you're in the beta, just saying anything other than that.]

What are your machine specs if I my ask?


Title: Re: Planetside 2
Post by: Mrbloodworth on July 25, 2012, 07:03:01 AM
Quote
John Smedley ‏@j_smedley

Monday or Tuesday of next week. Absolutely not sure which. Can't guarantee either day for sure. That's best info for now

Hes talking about beta.

Also:

Quote
John Smedley ‏@j_smedley

Surprise. A bit more tech test invites being sent out.


Title: Re: Planetside 2
Post by: LK on July 25, 2012, 10:54:49 AM
Reposting patch notes and forum posts to build enthusiasm for a product, I get. But retweeting to a forum? :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 25, 2012, 12:08:49 PM
Twitter is the main info feed for the Tech test and beta. Those two tweets directly address the current thread conversation.


Title: Re: Planetside 2
Post by: Goumindong on July 25, 2012, 12:54:15 PM
Yea, i just got a mail inviting me into the technical test. [Their confidentiality agreement does not prohibit confirming you're in the beta, just saying anything other than that.]

What are your machine specs if I my ask?

I do not believe the specifications of my machine could be construed to be confidential information.

Intel Core i7 2600
16GB ram[way more than i need]

64 bit windows 7 on an OCZ 64GB solid state drive with a 2 TB Hitachi 5200 RPM drive for data/programs

1GB AMD Radeon HD 6670



Title: Re: Planetside 2
Post by: Surlyboi on July 25, 2012, 02:35:34 PM
For comparison's sake:

2.7ghz i7
16 gigs of RAM

Doze 7 on a 768gig SSD
1gig GT650M pushing 2880 x 1800


Title: Re: Planetside 2
Post by: Mrbloodworth on July 26, 2012, 07:45:46 AM
PlanetSide 2 Trailer -- Epic First Person Shooter! Get Your Beta On!  (http://www.youtube.com/watch?v=41QFL4QB3NE&feature=player_embedded)

Full length CGI Trailer.


Title: Re: Planetside 2
Post by: Sky on July 26, 2012, 08:29:13 AM
Fully badass trailer.


Title: Re: Planetside 2
Post by: Gets on July 26, 2012, 08:30:41 AM
This one is better:

http://www.youtube.com/watch?v=hOZrMAmI-jI

Be sure to check the tags and description of their trailer since it's simultaneously hilarious and awful.


Title: Re: Planetside 2
Post by: Falconeer on July 27, 2012, 02:21:37 AM
Jet Packs? Do I have a black hole in my memory? I don't remember stupid jet packs on pedestrians in Planetside. This wasn't supposed to be another fuckin Tribes, was it? Disappointment.


Title: Re: Planetside 2
Post by: Trippy on July 27, 2012, 02:31:09 AM
PlanetSide did not have jet picks. However in PlanetSide 2 the Light Assault class does.


Title: Re: Planetside 2
Post by: Surlyboi on July 27, 2012, 04:33:55 AM
Fuckin' barney cloakers...


Title: Re: Planetside 2
Post by: Malakili on July 27, 2012, 06:02:56 AM
https://twitter.com/j_smedley/status/228681466882707457

Quote
John Smedley
‏@j_smedley

 
@RedditSide it's coming. We have a lot of plans for player bases on empty continents with just resources


(http://i0.kym-cdn.com/photos/images/original/000/199/693/disgusted-mother-of-god.png)


Title: Re: Planetside 2
Post by: Lantyssa on July 27, 2012, 06:56:13 AM
It was just a dream sequence.  No NC could ever be that effective.

The roommate did point out how it was true to PS1 though:  NC and TR fighting it out in an epic battle, then the Vanu show up going, "Hai guys!".


Title: Re: Planetside 2
Post by: WayAbvPar on July 27, 2012, 08:17:22 AM
So apparently I need to check my email more often... :awesome_for_real:


Title: Re: Planetside 2
Post by: brellium on July 27, 2012, 10:36:58 AM
It was just a dream sequence.  No NC could ever be that effective.

The roommate did point out how it was true to PS1 though:  NC and TR fighting it out in an epic battle, then the Vanu show up going, "Hai guys!".
In all our fights it was always the NC coming along with the "Hai guys!"

Usually just through dicking around with a platoon playing tower defense.


Title: Re: Planetside 2
Post by: Trippy on July 27, 2012, 10:45:49 AM
When I played Vanu had a pop disadvantage so it was us (NC) against TR most of the time. Which was fine with me since since that meant more OP chain guns to collect :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on July 27, 2012, 12:41:56 PM
So apparently I need to check my email more often... :awesome_for_real:

 :mob:


Title: Re: Planetside 2
Post by: Yoru on July 31, 2012, 12:13:31 AM
Quote from: John Smedley ‏@j_smedley
Beta likely going to start Friday or Monday (http://twitter.com/j_smedley/status/230014114590760963)

Sounds like they've got a few more problems to iron out before closed beta. Keep it in your pants for another week.


Title: Re: Planetside 2
Post by: MediumHigh on August 03, 2012, 11:08:01 AM
I'm sorta looking forward to this, but do you think this game will accommodate solo players who just can't grab a clan worth of friends to an mmo.


Title: Re: Planetside 2
Post by: Gets on August 03, 2012, 11:12:40 AM
Absolutely. It's an FPS. Being in a squad, even a random one, has its advantages though and there's plenty of pubbie platoons out there that take aboard anyone if you're looking for more co-op style gameplay.


Title: Re: Planetside 2
Post by: MediumHigh on August 03, 2012, 11:17:25 AM
Cool. The only thing left to know is how reasonable is the time of death.


Title: Re: Planetside 2
Post by: Trippy on August 03, 2012, 11:20:12 AM
I'm sorta looking forward to this, but do you think this game will accommodate solo players who just can't grab a clan worth of friends to an mmo.
In PS1 squads are groups of up to 10 players and the squad leader is able to mark his or her squad as joinable by anybody. Though there wasn't always a public squad that had free slots open at all times when I played it was still an easy way for players who weren't members of an outfit (clan) to engage in (semi) coordinated group play. I would imagine PS2 has a similar mechanic.


Title: Re: Planetside 2
Post by: Gets on August 03, 2012, 11:38:46 AM
There are plenty of gameplay videos out there, like watch TotalBiscuit's E3 videos on YouTube or on twitch.tv. It might change during beta, but it's less than a minute to spawn in a base, except for spawning on squad leader or Galaxy/Bangbus, which has a cooldown.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 03, 2012, 12:39:22 PM
I'm sorta looking forward to this, but do you think this game will accommodate solo players who just can't grab a clan worth of friends to an mmo.

Yes. I'm also sure there are going to be a number of outfits people here on F13 join from the past you can hop into.


Title: Re: Planetside 2
Post by: Ingmar on August 03, 2012, 12:45:54 PM
That said... spy.


Title: Re: Planetside 2
Post by: MediumHigh on August 03, 2012, 01:36:20 PM
I'm sorta looking forward to this, but do you think this game will accommodate solo players who just can't grab a clan worth of friends to an mmo.

Yes. I'm also sure there are going to be a number of outfits people here on F13 join from the past you can hop into.

Memoirs of a Suicidal Planet Side Noob.


Title: Re: Planetside 2
Post by: shiznitz on August 06, 2012, 06:38:56 AM
As unintuitive as it might sound, Plantetside was about patience.  Sure it was easy to charge into a massive battle and die 10 times in 15 minutes, but if you played with patience you could put yourself in a position - even solo - to pick off players too eager to join the main fight. 

In that vein, it isn't clear to me from all the play demos how visible a lone, careful gunman is on the radar.  The maps do look like they will have more holes and geography to hide in than the original.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 06, 2012, 08:59:53 AM
Planetside 2 beta invite waves detailed, Steam version confirmed (http://www.pcgamer.com/2012/08/06/planetside-2-beta-invite-waves-detailed-steam-version-confirmed/)

Quote
The Planetside 2 beta has begun, but access is being gently escalated over the course of the next week or so as SOE try to protect their servers from total meltdown. SOE sent over a statement recently detailing the order in which beta invitations will be sent out.

“External Beta invites will be sent out in waves on an as needed basis, with priority given to active Planetside subscribers, inactive past subscribers and then Priority Beta Code and opt-in registrants, in that order,” they say, adding that “invitations to the External Beta will automatically be sent via email to the address associated with the Station Account utilized to register for Beta participation on PlanetSide2.com.”

“Participants of the upcoming External Beta will be under a non-disclosure agreement if they accept participation and enter into the External Beta. We look forward to hearing players’ reactions, feedback and comments so we can continue to refine and polish PlanetSide 2, making it even more awesome!”

But how awesome is it really, HMMM? Probably quite awesome, actually, which is why Rich has been vibrating faster than a pure vibranium nugget cloistered in jelly and pelted with a neverending torrent of bouncy balls. Luckily for his poor, shaken chair he’s moved past that level of excitement, and now merely broadcasts a zen like calm. “It’s fine,” he says in a way that suggests it’s really not entirely fine. “We’ll all get to play it soon.”

Exec producer Josh Hackney has previously confirmed that those who gained a key from one of our beta key giveaways (PCG US issue 225, PCG UK issue 241) will be among the “primary rounds” of invites, and so should make it in once Planetside 2 subscribers and past subscribers have taken up their places.

In bonus news, Planetside 2 will be coming to Steam. That’s according to a Tweet spotted by VG247 in which SOE CEO John Smedley says “Planetside 2 will be on Steam. Yes it will.” And THAT’S THE NEWS. *studio darkens, music plays, silhouette of reporter appears to be frantically refreshing email to see if invite has arrived yet.*


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 06, 2012, 09:40:10 AM
As unintuitive as it might sound, Plantetside was about patience.  Sure it was easy to charge into a massive battle and die 10 times in 15 minutes, but if you played with patience you could put yourself in a position - even solo - to pick off players too eager to join the main fight. 

spawncamping...?


Title: Re: Planetside 2
Post by: Mrbloodworth on August 06, 2012, 09:50:38 AM
Doors were removed to "speed up game-play". Speedy Cerviche is now officially the target audience.


Title: Re: Planetside 2
Post by: 01101010 on August 06, 2012, 10:23:13 AM
Well at least it will be on Steam...which means Steam Sale fodder at some point, so I won't be totally left out from NEVER playing this.  :why_so_serious:

And really, an NDA? It is COD: Planetside. What can there be possibly lying there to surprise anyone outside of the constant stream of Higby videos of how insanely awesomely tubular this game is? We know the factions and their "ethos" and the type of equipment used. Couple new things here and there like cloaked snipers  :uhrr: but really - maps are about it on the unknown side. Then again, I'll stop now since I am barking up the wrong tree.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 06, 2012, 10:46:16 AM
Quote
Planetside 1 vets (not current subs) - make sure you have registered for beta or you won't get in. It's not automatic.

Zero hour tweet. Awesome.


Title: Re: Planetside 2
Post by: UnsGub on August 06, 2012, 10:57:55 AM
spawncamping...?

More like route camping.  The shortest distance between to points is ...


Title: Re: Planetside 2
Post by: shiznitz on August 06, 2012, 11:12:44 AM
spawncamping...?

More like route camping.  The shortest distance between to points is ...

This, not the former.  And then there were those lovely times when an enemy drop pod landed in your vicinity.


Title: Re: Planetside 2
Post by: Lantyssa on August 06, 2012, 01:02:32 PM
Well at least it will be on Steam...which means Steam Sale fodder at some point, so I won't be totally left out from NEVER playing this.  :why_so_serious:
You need a sale on a f2p title in order to buy it? (http://hotlink.escapedredpanda.net/smiley/huh.gif)


Title: Re: Planetside 2
Post by: 01101010 on August 06, 2012, 01:35:02 PM
Well at least it will be on Steam...which means Steam Sale fodder at some point, so I won't be totally left out from NEVER playing this.  :why_so_serious:
You need a sale on a f2p title in order to buy it? (http://hotlink.escapedredpanda.net/smiley/huh.gif)

Is there not a box cost? Meh, even if there isn't, yeah... I still need it for this abomination.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 06, 2012, 01:38:30 PM
No box. No box cost. Steam or SOE download.

Any steam sale I would wager would be for station cash, though I guess that posses issues with Steam wallet and station cash, so who knows until they tell us.

I figure it my be like T:A, where you buy a "starter kit" of station cash or whatever + Boosters.


Title: Re: Planetside 2
Post by: brellium on August 06, 2012, 07:59:30 PM
spawncamping...?

More like route camping.  The shortest distance between to points is ...

This, not the former.  And then there were those lovely times when an enemy drop pod landed in your vicinity.
I still think fondly of that badly placed AMS I camped for half an hour as a sniper.  It resulted in over 50 unique kills (backing out repeated kills of the same person in less than 5 minutes).


Title: Re: Planetside 2
Post by: Furiously on August 06, 2012, 09:20:10 PM
So apparently I need to check my email more often... :awesome_for_real:

Apparently so do I.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 06, 2012, 09:39:51 PM
 :heartbreak:


Title: Re: Planetside 2
Post by: Furiously on August 06, 2012, 10:27:39 PM
By the way... if you have station cash and are in Europe. They are going to be using some sort of different currency with PS2...

Quote
Vectoron
I'm in Europe and already have a bunch of Station Cash sitting on my account ready for PlanetSide2. Europe players are now having to use Pro7, what happens to all our Station

   walabond
   does this mean european players who bought a bunch of "station cash" specifically for Planetside 2 are going to get screwed over?

     j_smedley
     hmm. i think that's kind of a loaded question - we shared that PS2 was part of the Prosieben deal. If you feel personally screwed email me at jsmedley@soe.sony.com and I will see you get refunded personally.

So there's your chance to get money from Sony.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 07, 2012, 09:11:05 AM
Doors were removed to "speed up game-play". Speedy Cerviche is now officially the target audience.

I'm sure some budding developer is working on your door opening simulator as we speak.

btw sniping is low-brow.


Title: Re: Planetside 2
Post by: Gets on August 07, 2012, 10:48:53 AM
By the way... if you have station cash and are in Europe. They are going to be using some sort of different currency with PS2...

Ah, Smed, you're like an ex-boyfriend who again makes me feel abused and ripped off after mistakenly believing you've changed. Who am I kidding? I saw this coming a mile away.

So they are going to use IP locking (http://www.planetside-universe.com/showpost.php?p=811488&postcount=131) to ensure euros have to use their jerry middleman, but with Steam being involved at some point that would mean some get to use two middlemen. Screw ProSieben though. I remember scrolling through satellite channels on TV as a post-soviet kid thirsty for western culture. Constantly I would come across this one channel that had something good like a Hollywood action movie or the Simpsons running, only to realize it's ProSieben where everything was dubbed over in German. Not just lazy Russian dubbing where you could ignore Ivan Monotone speaking over all the characters, including the female actors, and still make out Stallone's numb cheek. But these jerry bastards managed to squeeze their kraut squabbling over every lip movement with perfect accuracy. I bet you they just rewrote some of the script or added frames to get the dubbing to sync up perfectly, because no way in hell can you slip in shit like "Eisenbahnknotenpunkthinundherschieber" without some of that fritz precision making every goddamn show seem like the Nazis had won.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 07, 2012, 11:10:44 AM
Planetside 2 - Implants (http://www.youtube.com/watch?v=HyULrJpyUXA&feature=player_embedded)


Title: Re: Planetside 2
Post by: 01101010 on August 07, 2012, 11:43:55 AM
An implant that reduces your vehicle spawn timer?  :uhrr:

And implants only last 24h? I assume you have to repurchase implants everyday then? meh...


Title: Re: Planetside 2
Post by: Malakili on August 07, 2012, 12:04:26 PM
If F2P ruins this game I am going to be on a warpath.


Title: Re: Planetside 2
Post by: 01101010 on August 07, 2012, 12:08:29 PM
If When F2P ruins this game I am going to be on a warpath.

All better now.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 08, 2012, 06:47:39 AM


Planetside 2 Closed Beta Live Stream (August 7th) VIA MHigby (http://www.youtube.com/watch?v=kbtFUXVhu98&feature=player_embedded)


Title: Re: Planetside 2
Post by: shiznitz on August 08, 2012, 09:56:51 AM
That video appears to give a good sense of the gameplay.  I found it encouraging.


Title: Re: Planetside 2
Post by: 01101010 on August 08, 2012, 11:16:00 AM
Gameplay does look good aside from the beta glitchiness. However, the purpose is just not there. It feels like "oh over here, we can shoot other people" rather than "hey we need this 'base' in order to <insert purpose>."  Yeah, beta beta rah rah rah... but I think the purpose of why the fuck you are fighting is being (and has been from the start of this) overlooked in order to speed things up and make it a go go go headshot shooter FPS. Great, they made a good FPS that is hardly groundbreaking without some sort of structure underneath to give me a reason to play.


Title: Re: Planetside 2
Post by: Malakili on August 08, 2012, 11:19:17 AM
Gameplay does look good aside from the beta glitchiness. However, the purpose is just not there. It feels like "oh over here, we can shoot other people" rather than "hey we need this 'base' in order to <insert purpose>."  Yeah, beta beta rah rah rah... but I think the purpose of why the fuck you are fighting is being (and has been from the start of this) overlooked in order to speed things up and make it a go go go headshot shooter FPS. Great, they made a good FPS that is hardly groundbreaking without some sort of structure underneath to give me a reason to play.

What sort of thing are you looking for?  If I understand properly there is some advantage to holding bases/points of interest in terms of gameplay.  But Planetside never had some kind of greater victory condition the first time around.


Title: Re: Planetside 2
Post by: shiznitz on August 08, 2012, 11:40:00 AM
And furthermore, how would one easily demonstrate any such overall objective-based system in gameplay footage?  That is a variable that only playing the game will reveal properly.  It is F2P afterall so there is no risk.


Title: Re: Planetside 2
Post by: 01101010 on August 08, 2012, 11:52:08 AM
And furthermore, how would one easily demonstrate any such overall objective-based system in gameplay footage?  That is a variable that only playing the game will reveal properly.  It is F2P afterall so there is no risk.

Well there is the factor of taking a select base/territory in order to pull certain vehicles which made the bases the objective and not one's kill count. I get it, it was a vid about the gameplay - but planetside was so much more than that, a 2-3m display of the map, where bases are located and what they do for your empire so you know what is up next if you accomplish the current task, resource list (how much is my empire getting and how much more if we take a territory/base) since that is the in thing in this game rather than NTUs, hot spots on the map to see where the fight is ebbing and flowing to, waypoints anyone?, how many control panels do I have to stand next to in order to flip the base and how do I know it is flipped? Great... shooting people looks nice aside from the betaness - video achievement accomplished... now perhaps give us (well me I guess since I am the only one who cares) one that establishes a reason to shoot people. 


Title: Re: Planetside 2
Post by: Surlyboi on August 08, 2012, 12:40:13 PM
You're not the only one who cares, just the one who cares the loudest.


Title: Re: Planetside 2
Post by: Sky on August 08, 2012, 12:47:55 PM
You're not the only one who cares, just the one who cares the loudest.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 09, 2012, 08:28:02 AM


Planetside 2 Closed Beta Live Stream (August 8th)  (http://www.youtube.com/watch?v=FKnmZTlxgso&feature=plcp)


Title: Re: Planetside 2
Post by: Ghambit on August 09, 2012, 09:06:38 AM
You're not the only one who cares, just the one who cares the loudest.


Title: Re: Planetside 2
Post by: Slayerik on August 10, 2012, 12:34:48 PM
I'm not quoting it but I care, too.


Title: Re: Planetside 2
Post by: eldaec on August 10, 2012, 04:48:58 PM
By the way... if you have station cash and are in Europe. They are going to be using some sort of different currency with PS2...

Quote
Vectoron
I'm in Europe and already have a bunch of Station Cash sitting on my account ready for PlanetSide2. Europe players are now having to use Pro7, what happens to all our Station

   walabond
   does this mean european players who bought a bunch of "station cash" specifically for Planetside 2 are going to get screwed over?

     j_smedley
     hmm. i think that's kind of a loaded question - we shared that PS2 was part of the Prosieben deal. If you feel personally screwed email me at jsmedley@soe.sony.com and I will see you get refunded personally.

So there's your chance to get money from Sony.


Oh....

This is a shame. I would have played this but life is too short for bullshit region locking on internet games.


Title: Re: Planetside 2
Post by: Yoru on August 11, 2012, 01:13:29 AM
I picked up one of the NVidia beta keys last night. For some weird reason, it then told me I'd gotten into the Technical Test and received immediate beta access.

Cue two hours of drunk fun.

 :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 11, 2012, 10:40:17 AM
 :mob:


Title: Re: Planetside 2
Post by: Surlyboi on August 11, 2012, 09:56:37 PM
I'm not quoting it but I care, too.

I care as well, but I'm remaining silent because, well... :nda:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 13, 2012, 12:44:31 PM
Striking:

Also, all "vets" should be in on next Monday ( 20, Aug ).


Title: Re: Planetside 2
Post by: 01101010 on August 13, 2012, 12:48:49 PM
Also, all "vets" should be in on next Monday ( 20, Aug ).

Not all  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 13, 2012, 12:50:21 PM
AFAIK, he is referring to anyone who payed a sub in the past.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 14, 2012, 07:21:25 AM
Planetside 2 - Biolab tour - Outposts & Towers  (http://www.youtube.com/watch?v=HDGMoDRm5RA)

Oh, Also.

12 man squads, 4 squad platoons are the current numbers. Gal holds a full squad.





This is a shame. I would have played this but life is too short for bullshit region locking on internet games.

I'm not aware of the game being region locked, NA can play on EU, ETC...

Now, the cash shop currency needs to be bought through the regional vender. That's about it. AFAIK. I also still wonder of there is going to be Steam wallet integration as well.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 16, 2012, 11:11:42 AM
PlanetSide 2 Take the Power (http://www.youtube.com/watch?v=68cqxr2MLn4)




Also: (http://www.pcgamesn.com/article/planetside-2-gamescom-it-just-works)

Quote
At Gamescom, Planetside 2 is squirrelled away at the back of the one of Koelnmesse's vast halls, kind of tiny and unassuming. It was, after a brief chat with DayZ designer Dean "Rocket" Hall, my first port of call. In the booth, SOE are letting players come and go on banks of PCs. But it's just running. Planetside 2. Just there, open to the public to come and go.

It works.

Planetside 2 feels way too good to be true. It's a stupidly ambitious FPS, the kind of game dreams are made of: a perpetual online war between players waged across continents. My fear had been a simple one: that it would have to be at least as good an FPS as Battlefield or Tribes, but you know, big. In the previous game, that scale meant compromises. Guns that didn't feel like guns. Odd movement physics. Planetside 2 doesn't have that. It just works.

I played for at least an hour, defending a tower from waves of foes. It brought back great, great memories. By the end of it, I wasn't just convinced that Planetside 2 was going to work. I was absolutely entranced. The basic mechanics are essentially the same as those of the first game. You join a squad, you can spawn on that squad via a drop-pod falling out of the sky. You can spot targets by pressing the Q button. You shoot guns by pressing the... You know all of this stuff already. It just works.

Here's what made it special. In the heat of Gamescom, with players coming and going, with an unfamiliar mouse, with people still trying to work out the game, with everything set against it, I think I just played the most fun round of guns for years. There was a moment - I spawn with my squad, two guys in MAX suits, the other a sniper, and we're creeping toward the objective. It's night, so tracer rounds are lighting up the tower we're fighting over. The guns far above us sound distant and quiet - a calm kind of shootout.

We come across another squad and scatter; MAX suits pounding away. I drop to a crouch and take aim - as another player spots the rest of the opposition. It's all over in a second. We're congratulating oursleves by jumping up and down and being hilarious when a enemy Vanu tank crests the hill and takes aim. Ffffuuuuuuuu.

It's just a tiny moment, a snapshot of a battle. Not even that interesting. But it felt so right, so real. Even on a throwaway account on an anonymous machine in a separate country, you could feel the weight of the war that would continue without you.

Holy shit. It works.



Title: Re: Planetside 2
Post by: Surlyboi on August 16, 2012, 12:03:42 PM
"At least as good as battlefield..."

Is that good enough? Because the original was far more ambitious than that.


Title: Re: Planetside 2
Post by: Sky on August 16, 2012, 12:14:58 PM
I think he meant mechanics-wise. The original was definitely kinda wonky in the shooter parts.

My main question from that quote is "Did Rocket punch him in the nuts during the interview?"


Title: Re: Planetside 2
Post by: tazelbain on August 16, 2012, 12:25:26 PM
Will PS2 be true F2P or half-assed F2P like the other Sony MMO.  This seems critical since true F2P would put it on same playing field as other top of the line shooters.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 16, 2012, 12:33:37 PM
Not sure what you mean by true, or half-assed.


Title: Re: Planetside 2
Post by: 01101010 on August 16, 2012, 01:09:33 PM
 
"At least as good as battlefield..."

Is that good enough? Because the original was far more ambitious than that.

Heheh... get off my soapbox you charlatan

That was a rather horrible quote - but seems rather fitting for the type this game will pull in, chew up, spit out until the next rendition of COD/BF comes out. The reference to Battlefield but bigger is pretty much all you have to read up to in order to gauge this person's interest. At first (and might be still) I was assuming he was talking about the mechanics, but then going off on his little adventure with his squad of four (thought this was BIG) taking down another squad (of how many? and why?) - great the game looks good and operates well... what was the objective, why were you there, what was the other squad doing out there? Meh, don't care... just go shoot stuff.

I can see the game doing well right up to the point where hacking and exploiting start pushing into the scene...so couple hours after release. Then the next iteration of BF will come out and off they'll go back to their couches - big huge battles with no purpose played on a PC only will not cut it for long... especially for kiddies who sport the iPad/console deal. I wanted to like this game at one point... now I am just grumpy.


Title: Re: Planetside 2
Post by: tazelbain on August 16, 2012, 01:13:07 PM
http://eq2.zam.com/wiki/Free_to_Play_FAQ_%28EQ2%29 (http://eq2.zam.com/wiki/Free_to_Play_FAQ_%28EQ2%29)


Title: Re: Planetside 2
Post by: Kageru on August 16, 2012, 05:43:55 PM

Quote
Sony Online Entertainment’s president, John Smedley, has revealed that an Australian server may be planned for PlanetSide 2. Responding to a Twitter post relating to Australian interest in the game he tweeted: “honestly we are just going to bite the bullet and put a server down there.”

 :heart: , interest level x 1000.


Title: Re: Planetside 2
Post by: Sky on August 16, 2012, 06:01:34 PM
"At least as good as battlefield..."

Is that good enough? Because the original was far more ambitious than that.

Heheh... get off my soapbox you charlatan

That was a rather horrible quote - but seems rather fitting for the type this game will pull in, chew up, spit out until the next rendition of COD/BF comes out. The reference to Battlefield but bigger is pretty much all you have to read up to in order to gauge this person's interest. At first (and might be still) I was assuming he was talking about the mechanics, but then going off on his little adventure with his squad of four (thought this was BIG) taking down another squad (of how many? and why?) - great the game looks good and operates well... what was the objective, why were you there, what was the other squad doing out there? Meh, don't care... just go shoot stuff.

I can see the game doing well right up to the point where hacking and exploiting start pushing into the scene...so couple hours after release. Then the next iteration of BF will come out and off they'll go back to their couches - big huge battles with no purpose played on a PC only will not cut it for long... especially for kiddies who sport the iPad/console deal. I wanted to like this game at one point... now I am just grumpy.
Are you going to be the PS2 Simond?


Title: Re: Planetside 2
Post by: Surlyboi on August 16, 2012, 06:43:09 PM
It may still be me. I'll play it, but it it turns out to be a glorified BF on a massive scale, I'm out.


Title: Re: Planetside 2
Post by: Yoru on August 17, 2012, 12:02:07 AM
I wanted to like this game at one point... now I am just grumpy.

So scuttle off to another thread and stop trying to poop on other people's fun. If you don't like something, don't publicly flagellate yourself over it; just go find something else that's fun. It's not like the industry is starving people for games these days.


Title: Re: Planetside 2
Post by: IainC on August 17, 2012, 01:09:20 AM
I've been sitting in the ProSieben booth at Gamescom right now, they are doing a crazy amount of stuff for PS2. I'm not sure why the guy earlier said that it was 'squirrelled away at the back' of Gamescom, there's a huge booth in Hall 8 (the big one where all the e-sports stuff, Wargaming.net, Arenanet and Riot are) There are a bunch of giant booths in there and the PS2 one is as big as the others.


Title: Re: Planetside 2
Post by: Gets on August 17, 2012, 10:20:16 AM
Personally I just feel hyped out. Since the first day beta registration opened, to getting a key from E3, to various official and :nda: livestreams to my present still betaless state I've become depleted of interest.


Title: Re: Planetside 2
Post by: Speedy Cerviche on August 17, 2012, 10:48:52 AM
So far it looks OK and a solid shooter but kind of disappointed by the lack of a wow factor, or compelling epic/persistent elements.

I would like to be corrected if I am misinformed but...

Resource system is mostly meaningless, and just to throttle vehicle spawning.

Outfits very limited, basically just clans. Few political elements, not much in the way of trophies either like with massive success an outfit could build a massive base fortress that could produce unique vehicles.

No epic vehicles either like BF2142 Titan or future vehicles like mechs. Just usual assortment of battle tanks, jeeps, gunships reskinned to look more future-ish. Hell each faction only has 2 unique vehicles...


Title: Re: Planetside 2
Post by: Jobu on August 17, 2012, 11:08:01 PM
No epic vehicles either like BF2142 Titan or future vehicles like mechs. Just usual assortment of battle tanks, jeeps, gunships reskinned to look more future-ish. Hell each faction only has 2 unique vehicles...

You say that, but a giant pack of 12 tanks, jeeps, or gunships is pretty epic IMO.


Title: Re: Planetside 2
Post by: Slayerik on August 20, 2012, 11:39:04 AM
Check your emails...


Title: Re: Planetside 2
Post by: Nebu on August 20, 2012, 12:49:04 PM
Check your emails...

I got nuttin'


Title: Re: Planetside 2
Post by: Mrbloodworth on August 20, 2012, 02:11:18 PM
Goto:

http://www.planetside2.com/download

Log in.

If you can download, you are in.


Title: Re: Planetside 2
Post by: bhodi on August 21, 2012, 06:52:05 AM
Yeah, I got in last night and played for a few hours. It's.... Yeah. One night is all it took to lose interest. It's a mess. It's very, very beta. I'll give it another try in a few months.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 21, 2012, 08:22:43 AM
 :nda:


Title: Re: Planetside 2
Post by: Trippy on August 21, 2012, 04:21:50 PM
Yeah, I got in last night and played for a few hours. It's.... Yeah. One night is all it took to lose interest. It's a mess. It's very, very beta. I'll give it another try in a few months.
Are you under NDA?


Title: Re: Planetside 2
Post by: Cadaverine on August 21, 2012, 04:47:14 PM
Quote
CONFIDENTIALITY:
When you accept our Game Testing Agreement, you will, among other things, agree that everything associated with the Beta program is considered confidential information, and you may not discuss it with anyone except SOE and other players through the PlanetSide 2 Beta forums until SOE lifts the confidentiality obligations or the game has been commercially released.


So,  :nda:


Title: Re: Planetside 2
Post by: Ginaz on August 22, 2012, 01:40:17 PM

Mine was in my junk mail.  A prophetic sign maybe? :awesome_for_real:


Title: Re: Planetside 2
Post by: MediumHigh on August 26, 2012, 12:42:07 PM
"At least as good as battlefield..."

Is that good enough? Because the original was far more ambitious than that.

Heheh... get off my soapbox you charlatan

That was a rather horrible quote - but seems rather fitting for the type this game will pull in, chew up, spit out until the next rendition of COD/BF comes out. The reference to Battlefield but bigger is pretty much all you have to read up to in order to gauge this person's interest. At first (and might be still) I was assuming he was talking about the mechanics, but then going off on his little adventure with his squad of four (thought this was BIG) taking down another squad (of how many? and why?) - great the game looks good and operates well... what was the objective, why were you there, what was the other squad doing out there? Meh, don't care... just go shoot stuff.

I can see the game doing well right up to the point where hacking and exploiting start pushing into the scene...so couple hours after release. Then the next iteration of BF will come out and off they'll go back to their couches - big huge battles with no purpose played on a PC only will not cut it for long... especially for kiddies who sport the iPad/console deal. I wanted to like this game at one point... now I am just grumpy.

I'm in the camp of the more bullshit you put in front of me and shooting someone in the face, the more I want to log off and play something else. There is no shortage of games for organized noob slaughter with over 2 buddies.


Title: Re: Planetside 2
Post by: Malakili on August 27, 2012, 06:15:44 AM

I'm in the camp of the more bullshit you put in front of me and shooting someone in the face, the more I want to log off and play something else. There is no shortage of games for organized noob slaughter with over 2 buddies.

Then why bother caring abour ps2 in the first place.  Last thing I want is them trying to appease people that dont even like the idea of their game in the first place.  I am not saying they need to include bullshit for the sake of bullshit, but a strategic layer is what makes the game interesting in the first place.  You are right that there is no shortage... so why try to compete with it.  Do something different and do it well.


Title: Re: Planetside 2
Post by: shiznitz on August 27, 2012, 07:52:15 AM
Goto:

http://www.planetside2.com/download

Log in.

If you can download, you are in.

Good idea. Still no for me.


Title: Re: Planetside 2
Post by: MediumHigh on August 27, 2012, 08:11:31 AM

I'm in the camp of the more bullshit you put in front of me and shooting someone in the face, the more I want to log off and play something else. There is no shortage of games for organized noob slaughter with over 2 buddies.

Then why bother caring abour ps2 in the first place.  Last thing I want is them trying to appease people that dont even like the idea of their game in the first place.  I am not saying they need to include bullshit for the sake of bullshit, but a strategic layer is what makes the game interesting in the first place.  You are right that there is no shortage... so why try to compete with it.  Do something different and do it well.

There is strategy in any multiplier game, adding logistics only scales the amount to the few people needed to make those decisions. Out of say, 10,000 players, how many need to be cannon fodder? How many determine the who, what, where, and why of an engagement? Which one wins the war the arm chair general moving the fodder around to defend or attack a generator, or the fodder making tactical decisions on a much smaller scale? How much of the game is fun without the cannon fodder who just wants to play with a buddy or two.


Title: Re: Planetside 2
Post by: Malakili on August 27, 2012, 08:37:42 AM
You can still play with a buddy or two, but require the efforts of organized clans.  In more recent times ww2 online allowed things like mobile spawn points which required organization to set up and defend, but anyone could then use it to spawn in.  Of course if it went down you might find yourself 15 minutes from the action when spawning.  It isnt about volume of fodder.  It is about emergent objectives which help you complete main objectives.  Making those objective happen IS the gameplay.  If you just want to shoot people you probably can most of the time, but getting upset there is more to think about than deathmatching seems absurd.  Yes, this is an mmo in which your goal is to fight a war.  You might actually need to consider more than your immediate desire to shoot things. This is true regardless of how many people are playing as ground pounders.  In fact that is my preferred way of playing, I dont like making the strategic choices, but I love helping to execute them and the feeling that my actions are contributing to something more than the immediate moment/round/map.


Title: Re: Planetside 2
Post by: Sky on August 27, 2012, 08:52:58 AM
I like ambushes and defending strategic things as much as a straight firefight. I'm always about objectives over shooting.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 29, 2012, 10:29:50 AM

Planetside 2: Beta feedback design meeting (http://www.twitch.tv/las0m/b/330294260)

Looking for summery.



Title: Re: Planetside 2
Post by: Ghambit on August 29, 2012, 11:42:31 AM
I skipped around and unluckily heard the part where they're actually wasting code-time developing a dynamically zoomed minimap.   Because y'know, who can be arsed into manually zooming a minimap in a FPS.  :facepalm:   I fuckin despise automatic zoom in ANY game, let alone an FPS. 

So there ya go again.  An indication of the target audience.

Then I saw them still fighting over how the map will be capped.  Adjacency rules and the like to prevent back-hacking.  Like, why is that even a discussion?  You CANT allow backhacking and most definitely not in a resource dependent system.  The consensus (i.e. Higby as decider) was that they'll definitely put adjacency rules in eventually, but maybe will allow capturable facilities behind the line that'll just be cut off from resources... ala vanilla WW2O.  I like the latter plan better for peak userbase at release, especially since the map seems a bit small to me.

...almost open beta and they dont have a concrete set of game rules yet.  :oh_i_see:   This kinda stuff really annoys me.  It's almost like they developed the game as a shooter first and a game last.


Title: Re: Planetside 2
Post by: shiznitz on August 29, 2012, 12:05:37 PM
Instead of saying "let's build the PS we would have loved to 10 years ago but we didn't have the tech", they said "let's build a shooter and use our existing PS brand".


Title: Re: Planetside 2
Post by: Sky on August 29, 2012, 12:13:26 PM
You guys hate this game you haven't played so much.


Title: Re: Planetside 2
Post by: Gets on August 29, 2012, 03:04:02 PM
NDA being lifted soon.


Title: Re: Planetside 2
Post by: Trippy on August 29, 2012, 03:05:43 PM
Oh thank god. Wait, can you even say that? :awesome_for_real:


Title: Re: Planetside 2
Post by: Ghambit on August 29, 2012, 06:20:36 PM
You guys hate this game you haven't played so much.

I'm holding out hope til Open Beta, only because this type of game really depends on playerbase and a fairly strict CB won't be a good indicator.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 29, 2012, 06:24:36 PM
I feel its OK to say. When they said they are doing a real beta. They were not joking.


Title: Re: Planetside 2
Post by: Surlyboi on August 29, 2012, 10:30:55 PM
You guys hate this game you haven't played so much.

Negatory. I'll elaborate when the NDA lifts.


Title: Re: Planetside 2
Post by: Yoru on August 30, 2012, 02:19:36 AM
I'm enjoying myself, but I can't say more at the moment due to :nda:.


Title: Re: Planetside 2
Post by: Goreschach on August 30, 2012, 11:14:28 AM
I feel its OK to say. When they said they are doing a real beta. They were not joking.

I honestly don't even know what 'real beta' is supposed to imply at this point.


Title: Re: Planetside 2
Post by: Sky on August 30, 2012, 11:23:24 AM
Not a retail showcase, actually working to change the product for the better based on test results.


Title: Re: Planetside 2
Post by: Malakili on August 30, 2012, 11:23:51 AM
I feel its OK to say. When they said they are doing a real beta. They were not joking.

I honestly don't even know what 'real beta' is supposed to imply at this point.

A beta where they actually want to get feedback and change things as opposed to a pre-release hype building exercise.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 30, 2012, 11:30:42 AM
I feel its OK to say. When they said they are doing a real beta. They were not joking.

I honestly don't even know what 'real beta' is supposed to imply at this point.

A beta where they actually want to get feedback and change things as opposed to a pre-release hype building exercise.

That. I haven't seen a beta like this in, years. ( AS INDICATED BY THE PUBLIC DESIGN MEETING THEY POSTED AND I POSTED ABOVE. Don't ban me.  :grin: )


Title: Re: Planetside 2
Post by: Lantyssa on August 30, 2012, 12:03:26 PM
I've seen plenty.  Guess you're not following or getting into the right ones.


Title: Re: Planetside 2
Post by: Ghambit on August 30, 2012, 02:05:47 PM
Greatest MMO beta evar was for MxO.  Then they scrapped everything we worked on and went complete half-ass.  Oh hai, that was an SOE game too!   :oh_i_see:


Title: Re: Planetside 2
Post by: shiznitz on August 30, 2012, 02:07:43 PM
But Higby is for real.  This time is different.


Title: Re: Planetside 2
Post by: Surlyboi on August 30, 2012, 03:16:34 PM
I swear I won't hit you anymore baby. And this time, I mean it.


Title: Re: Planetside 2
Post by: UnSub on August 30, 2012, 06:53:24 PM
Ahh, we're in the "hope" phase still. Next up: shock and denial.


Title: Re: Planetside 2
Post by: croaker69 on August 31, 2012, 01:12:08 AM
Greatest MMO beta evar was for MxO.  Then they scrapped everything we worked on and went complete half-ass.  Oh hai, that was an SOE game too!   :oh_i_see:

Nothing is correct in the post above.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Ghambit on August 31, 2012, 08:25:21 AM
Greatest MMO beta evar was for MxO.  Then they scrapped everything we worked on and went complete half-ass.  Oh hai, that was an SOE game too!   :oh_i_see:

Nothing is correct in the post above.  :awesome_for_real:

Yah, technically SOE picked it up later, but I'll use any opportunity to bash SOE.

As for the beta, if you got in early it was a 'real' beta.  As in you got to help design the game from a very basic template (the few times the game was stable and you could log in).  You got placed into workgroups focusing on certain things, had a contact in charge of that element, etc.  All through a perdy beta website.  It was pretty nifty.  And in the end totally underutilized, bloated, and overly lofty.  They obviously couldn't satisfy the demands of the testers; we've joked about that in here many times.

I'd say in today's world it'd really be called a very closed Alpha.

PotBS's beta was kinda fun too.  Nice guys over there that liked to listen.  Also Global Agenda.

Higby has the benefit of an extremely solid and devoted gaming community to work from though, namely PSU.  The odds are in his favor if he listens to at least SOME of what those folk have to say about his game.


Title: Re: Planetside 2
Post by: shiznitz on August 31, 2012, 08:36:02 AM
Ahh, we're in the "hope" phase still. Next up: shock and denial.

Green text is banned or I would have used it. 


Title: Re: Planetside 2
Post by: Mrbloodworth on August 31, 2012, 09:06:37 AM
Quote
John Smedley ‏@j_smedley

The NDA for the Planetside 2 beta is now officially lifted.

Quote
John Smedley ‏@j_smedley

Beta has a long way to go folks.


Title: Re: Planetside 2
Post by: Malakili on August 31, 2012, 09:40:57 AM
Well, the short version is that the game still feels very beta, but that it has already created some of those really awesome "wow moments" that I really love to see in an MMO.


Title: Re: Planetside 2
Post by: WayAbvPar on August 31, 2012, 10:17:39 AM
Been a few weeks since I played, but I was extremely underwhelmed when I did. More than willing to give it a shot when it nears release, however.


Title: Re: Planetside 2
Post by: shiznitz on August 31, 2012, 10:24:47 AM
I am getting rave reviews from ex-PS casuals.  They all love the jetpacks that come with light infantry.  I have yet to reconnect with some of the more hardcore guys I used to play with.


Title: Re: Planetside 2
Post by: Ghambit on August 31, 2012, 01:57:59 PM
-Map is too small.  Almost equivalent to a single continent in PS1.  I suppose this is a tradeoff for zoneless play since there are no warpgates, but I fail to see how Higby's plan of not capping the entire map in one night can be realized.  A concerted clan with the time and adequate players across timezones could probably pull it off.
-The map UI is the worst I've ever seen in a game.  But yah, beta right?  To be fair this is something they made a point of in the last dev meeting.  It's a VERY rough map. Not even labeled correctly.
-More on the above, there's no interaction from commanders to squadies as far as I can tell.  Or at least it wasnt turned on.  Platoon organization flat out doesnt work.  Coupled with the map not working, you're lucky to find your way to your AO.
-Your basic light-assault trooper at launch is VERY gimped.  Good luck killing anyone.  Really, they're meant for baserushes and reaching hard to get places and that's it.  Later on though I'm sure they'll be imba once specced into.
-Not sure I like their vision of bases.  Every cappable room is pretty much out in the open so there's no real building to storm.  And what buildings there are feel VERY cramped.  This means lob a few rockets into the entrance == win.  It's nothing like PS1 at all in this regard.  Even the hackstations are completely out in the open.
-The feel is pretty artificial.  Walking and running is more like a glide.  Some people like this, some dont.  To me it doesnt feel visceral enough.  Especially since there's no blood or bodily harm in any way in the game.
-The resource system isnt readily apparent in the game, but I wast really focusing on it.  It's unclear how it's even implemented.
-The social UI is also really really bad.  They don't make it easy to manage.
-There was backhacking, so a lot of time wasted recapping meaningless objectives.  They're taking backhacking out though thankfully.

Been a few weeks since I played, but I was extremely underwhelmed when I did. More than willing to give it a shot when it nears release, however.

I concur with this, but a lot of it had to do with the lack of enough players in the server.  Also, I roll with a pretty hardcore, experienced sim-FPS crowd.  Anyone we encounter pretty much melts.  The challenge just wasn't there.  This I hope will change during OB.  And yah, it was DEFINITELY a beta but the puzzle pieces are mostly in place.

There was a lot I liked though.  It's a very smooth game even during battles and it's fairly optimized it seems.  It definitely looks good, but I'd like more flora/fauna I think.  Vehicles are fine, though missing the entry/exit animations... so no popping someone whilst getting into their tank.   4-wheelers are a hoot! (I was impressed you could powerslide and drift in them)  Look for organized racing going on with these.

You can tell it's a game designed around large scale battles.  They took the ww2o route in this regard.  With the openness of the bases and the need to cap multiple locations within a base to completely cap it - that's totally ww2o there.  And this is why they'll inevitably need to get rid of backhacking.  But, unlike ww2o it's missing any true resource grind though given the size of the map since you can bring materiel in from your home base very quickly - not sure how that mechanic's gonna work.  It seems mostly based on the spawn timer right now - not sure.  Someone clarify?

I envision epic battles in this game though, but also a lot of die/respawn for those without an organized squad full of medics and engis.  I'd recommend going MAX or tank-engi for lone-wolfers.  And never fly alone either - ur easy pickins if u do.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 31, 2012, 03:12:38 PM
Have you played recently?

Because the Cap system they had in place recently was a placeholder it seems. They have just recently introduced two new systems at the same time, on two different bases. They seem to be trying different things during the beta. The new ones are much more like the PS1 method of you take this to open that. Also, simply pressing "e" and or standing next to a point is also a placeholder system, as hacking, in most of its entirety is not in game yet.

Bases I agree with, the base layouts are directly taken from COD maps, were there is no wrong way to go and a straight line is possible, leading to round robin point caps. ( But not on the two bases I mentioned with the new systems ) There is talk about adding more walls, and a more defensible layout to the major facilities, but outposts may remain open.

Resources are a tic system, empire wide. There are three types and different bases, and outposts grant different amounts per Tic. Those three types are used to purchase Vehicles, and some ammo, like grenades or C4. The fourth type, is Araxium (SP?). Only major bases give this at each tic. The 4th resource, is more of a currency. It is used to unlock items, guns, and alt Vehicle armaments from the store.

CERTS are what are used not to necessarily unlock new item, but new options and also do things like, if invested, reduce timers, increase how many grenades you can carry or the ability to use new abilities, like say Heal grenades or Resection Grenades, Eject your entire Gal load of passengers, armor modification ( Player or Vehicle ) it also unlocks many of the trade off items. For instance you can put points into unlocking both the forward grip, or a silencer for a gun, but you can't equip both at the same time.


About my comment that this is indeed a real beta of old.

They are making rather large map changes, they have been patching in different capture systems to see what works. They have made changes based on feedback from users. While it may not always be the changes I personally want, this is more then I have seen in many betas in recent years. This is no demo, nor is it simply a hype machine. I would say about 20% of systems are even in at this point. So comments like "balance" are some what moot at this time, as things like AA are not even fully realized or in game right now. There is an iteration at work here most recent games would have called Alpha. as Ghambit said, there are no doors on anything, hell, we just recently got base shields on vehicle terminals, and they just added shield generators that create those shields. This is almost a Daily thing now.


As for the overall shooting and such. Its really darn solid. Anyone who has played any modern shooter game will be right at home, however the TTK is possibly slower than any current battlefield game. But it does not feel slow, its just not as fast.


There are many, MANY bugs, like the one with older, or first run multicore processors. But to the credit of the engineers, before this bug was introduced, a friend of mine has unexpected positive performance on what many would call a machine at the end of its life cycle. Its really surprising considering the visuals they are producing on screen. None of it is bleeding edge, but its used extremely well. I would say on ultra ( That is disabled at the moment ) the game meets or exceeds BF3 in terms of visuals, with out the needed hardware. Quite an accomplishment.

I also feel I need to correct Gambit. There is only one Continent active right now, there will be 3 at launch, with the rest coming online as they go. So, his map comment is slightly off, or a typo. Its almost equivalent to a single continent, because its is a single continent, and there are warp-gates, each faction starts in one. That one Cont holds 2000 players at once.

The large global war game is not in yet. Many, Many things are not, entire class certs are listed, but not in, including all Heavy assault, engineer deploy able shields and so on. I have to say, the game has grown on me, but I'm not with out personal reservations.

Feel free to ask me anything.


Title: Re: Planetside 2
Post by: Trippy on August 31, 2012, 03:20:44 PM
There are many, MANY bugs, like the one with older, or first run multicore processors.
Hahaha PS1 has/had that dual-core AMD (Athlon 64 X2) bug that, among other things, made you run super fast in game (go go client-side movement code!). It sounds like they inherited that code :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 31, 2012, 03:23:38 PM
There are many, MANY bugs, like the one with older, or first run multicore processors.
Hahaha PS1 has/had that dual-core AMD (Athlon 64 X2) bug that, among other things, made you run super fast in game (go go client-side movement code!). It sounds like they inherited that code :awesome_for_real:


I don't know about inherited, but this was a recent bug introduced in a performance patch. Also, I can't confirm, but PS2 is using Client side stuff, but the server is still authoritative. There is some voodoo here that over my head.

It was my understanding, that the bug you speak of was because PS1 was not built in a multicore age leading to faster than expected code execution, combined with client side authoritative.


Title: Re: Planetside 2
Post by: Trippy on August 31, 2012, 03:28:29 PM
PS1 worked fine with Intel dual/multi-core, but AMD's implementation was slightly different which caused all sorts of issues with the game. I had to play with CPU affinity explicitly set to a single core for PS1.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 31, 2012, 03:36:16 PM
I'm sure your right.

Are you in beta Trippy? Me and a friend need more people to play with. I'm on East 1, as MrBloodworth. TR obviously.


Title: Re: Planetside 2
Post by: Ghambit on August 31, 2012, 03:46:25 PM
Explain the map a bit more MBW.  You kinda lost me there.  I've only ever seen one continent with all 3 factions duking it out.   If there were warpgates we never used any.  So there will be three(3) of these at launch connected by warpgates??  I was under the impression they didnt want to go with warpgates at all.  Guess the design changed.

It kinda makes sense for this CB because 3 continents would mean you'd never see the opponent and it'd just end up being 1 contested continent anyways. 1 is fine for testing at this stage.

How's air combat?  I havent tried it yet cept to blow a Gal out of the sky from a tank  :drill:.  Supposed to be flying "saucer-y."  I did love the damage model for air stuff though. They tend to smoke when hit, bits fall off, etc.  It's a fairly photoreal effect.

I guess the iteration speed is ramping up a bit and I need to get back in there and check things out... if I can peel myself away from MWO and TSW that is.


Title: Re: Planetside 2
Post by: Trippy on August 31, 2012, 03:49:12 PM
I'm sure your right.

Are you in beta Trippy? Me and a friend need more people to play with. I'm on East 1, as MrBloodworth. TR obviously.
Nope. And I'm NC so I would be shooting you if I was :awesome_for_real:



Title: Re: Planetside 2
Post by: Malakili on August 31, 2012, 03:52:27 PM
Explain the map a bit more MBW.  You kinda lost me there.  I've only ever seen one continent with all 3 factions duking it out.   If there were warpgates we never used any.  So there will be three(3) of these at launch connected by warpgates??  I was under the impression they didnt want to go with warpgates at all.  Guess the design changed.



I'm not sure if they will be conencted by warpgates or what the spawn mechanics will be, but 3 continents are confirmed. There is just the one for testing for now though.



Title: Re: Planetside 2
Post by: Goumindong on August 31, 2012, 04:44:43 PM
Explain the map a bit more MBW.  You kinda lost me there.  I've only ever seen one continent with all 3 factions duking it out.   If there were warpgates we never used any.  So there will be three(3) of these at launch connected by warpgates??  I was under the impression they didnt want to go with warpgates at all.  Guess the design changed.

Press "M" see that bit thing that says "X Warpgate" where x is your faction name? The thing that you can always spawn at that looks exactly like the warpgates from Planetside 1?

That thing is a warpgate.

I think the game is shaping up well, though i don't like the layout of the current continent the actual combat feels good, there are interesting strategies which people can employ, there is progression. Different vehicles need different strategies and support levels in order to be effective [Tanks in enclosed spaces and/or alone with no anti air? Might as well just /suicide right now]

There isn't any command structure yet and the social structure isn't in with the exception of squads [and platoons, but that doesn't really do anything]. So the "bigger picture" isn't really there yet. But it definitely can be.

The biggest complaint is the map, but i don't think they're focused on that.

Second complaint is the day/night cycle. Its really really dark and I think that people will use gamma tweaks to sidestep the need for night vision. Night vision is pretty limited so it makes fighting at night an actual interesting challenge. This basically goes into the entire issue of video tweaks which can have gameplay effects.

Another thing to note: Since an area is "owned until its lost" there are some bases due to the lack of back hacking that are more or less impossible to take because the time it takes to take the capture points required to take that area means that the one capture point surrounding hexes will all be captured back before you can succeed.

They should probably take it a bit further and make a "front line" wherein points that are contested go neutral and don't count for either team [so that the defending force can't just abandon a 5 cap base to take the 1 cap hex behind it and save the cap]


Title: Re: Planetside 2
Post by: Surlyboi on August 31, 2012, 05:40:42 PM
I'll have to log back in and play it some more. Too much of it has been session shootery for my tastes and yeah, base caps have been a shitshow based mostly on the open architecture of the bases.

I bitched about it a bit on the forums, maybe they listened to some of it.


Title: Re: Planetside 2
Post by: Goumindong on August 31, 2012, 05:47:48 PM
Some are open, some are closed. The 1 cap points tend to be more open. I would say that at least 3 of 5 of the caps at most major bases are fairly enclosed, though I can definitely see for more of a structure like PS1 where you had an entire base to fight through to get to the cap point.

I am talking more about a geographical situation regarding the location and distance to bases.

That being said my issue with the continent is that it lacks cohesion and looks like it was constructed to be a "three area continent" rather than any sort of organic structure. Partially because of this there are pretty clearly defined areas. Though i can absolutely see why they did it [they've been changing the start locations around at different points], it lets them see how the different factions interact with different terrain types. But to play in it doesn't feel right.


Title: Re: Planetside 2
Post by: Ghambit on August 31, 2012, 07:13:53 PM
I will say they did a good job mixing up the base terrain/locations.  Sometimes there's a different strat. that should be employed in order to effectively defend/capture.  For instance, one of the large bases is inside a crater with only 1 or two places to get in-out of.

Air is also vastly more important in this game with the lack of AMS and the simple fact everything is so much more open.  AirQuake is gonna be common and whomever owns the sky has a serious advantage.


Title: Re: Planetside 2
Post by: slog on September 02, 2012, 03:32:04 PM
I haven't logged in for 2 weeks, as I got a bit tired of it.  Any changes lately?


Title: Re: Planetside 2
Post by: Jobu on September 03, 2012, 02:14:59 PM
Zurvan and Peris have some new capture mechanics that involve taking out shield generators to open up access to a central control point. Way more fun as an engineer to run around repairing things and keeping the attackers at bay.


Title: Re: Planetside 2
Post by: Malakili on September 03, 2012, 03:27:05 PM
I haven't logged in for 2 weeks, as I got a bit tired of it.  Any changes lately?

They changed it so you have to own an adjacent hex to capture a hex an enemy hex.


Also, with regards to air quake, it is indeed insanely powerful to have air control.   NC had total air superiority on East 1 this afternoon and as Vanu (at about 25% vs. NC at 40% pop) we just couldn't contest them even with our pilots trying their damnedest.  It was basically just a matter of time before we lost bases due to the huge amount of fire power raining down on us from the skies.  It got totally out of hand.   It was still fun for a little while at least, playing underpop and trying to hold out has a certain appeal, but at the same time, it does wear you down :-/.  I think we could've held off a lot better with some air help, but without it, we were totally sunk and could barely even fight back,.


Title: Re: Planetside 2
Post by: Trippy on September 03, 2012, 04:37:48 PM
The AA Maxes were pretty powerful in PS1. Is that not the case in 2?


Title: Re: Planetside 2
Post by: Ghambit on September 03, 2012, 06:42:59 PM
AA isnt really in yet, as per a short convo I had on TS with some players.  Normal emplacements and secondary vehicular guns are still your best bet.   Anyways, with the way all air can hover and the amount of guns the libs and gals get, it's like being a Taliban with a squadron of AC130s flying around.


Title: Re: Planetside 2
Post by: Yoru on September 04, 2012, 12:41:56 AM
The AA Maxes were pretty powerful in PS1. Is that not the case in 2?


AA MAXes and turrets were ridiculously powerful in early beta, to the point that almost no one even bothered with aircraft. They were hit suddenly and hard with a massive nerf, and have never quite recovered. It still takes way too long for an AA MAX or turret to down a mere fighter.

The only effective AA right now is other aircraft, and there's a huge disparity between the high-pop and low-pop sides. Sides that have been consistently high-pop are now unlocking the fierce AA missile pods, which might as well be called the "broom of the skies", whereas the low-pop sides mostly still have to dogfight with the default cannon.

For a week or so, anyone without AA missiles had to stay grounded. Fortunately, they've just unlocked the anti-missile flares (for about 1-2 days worth of cert points), which should help even things out a bit.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 04, 2012, 08:30:37 AM
I'll have to log back in and play it some more. Too much of it has been session shootery for my tastes and yeah, base caps have been a shitshow based mostly on the open architecture of the bases.

I bitched about it a bit on the forums, maybe they listened to some of it.

Me too, but in a nice tone.

The AA Maxes were pretty powerful in PS1. Is that not the case in 2?


I personally feel its way to early to ask this type of question. Any answer you get will only be a "At the moment" answer. Next week, it will change.


Title: Re: Planetside 2
Post by: Jobu on September 04, 2012, 10:05:23 AM
Some fun videos starting to show up.

http://www.youtube.com/watch?v=6rjAufUUi_E


Title: Re: Planetside 2
Post by: Mrbloodworth on September 04, 2012, 10:20:35 AM
That's a lot of action for a warp gate. NC can't drive for S***  :awesome_for_real:


Title: Re: Planetside 2
Post by: shiznitz on September 04, 2012, 01:42:24 PM
Did I see two aircraft trying to mate and then exploding in a ball of orgasmic fire?


Title: Re: Planetside 2
Post by: Trippy on September 04, 2012, 01:44:23 PM
That's a lot of action for a warp gate. NC can't drive for S***  :awesome_for_real:
I used to do that (driving forward and back and forward and back...) in PS1 when people would call out for rides :awesome_for_real:


Title: Re: Planetside 2
Post by: Ghambit on September 04, 2012, 02:37:31 PM
Calling out for rides == shooting the vehicle


Title: Re: Planetside 2
Post by: Ghambit on September 04, 2012, 07:06:53 PM
Beta just opened up for IGN Prime users.  Again, if you dont want to sub., just sub. for a month and cancel.  Game is worth it.
http://www.ign.com/prime/promo/planetside2

For normal non-sub IGN users it's available on Friday.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 05, 2012, 07:29:29 AM

Planetside 2 Gameplay, Scythe, Embarrassing NC Air Armada with Vanu Might (http://www.youtube.com/watch?v=rcwCNEwiGVM&feature=youtu.be)


Title: Re: Planetside 2
Post by: Jobu on September 05, 2012, 10:48:44 AM
Did I see two aircraft trying to mate and then exploding in a ball of orgasmic fire?

Why stop at simple, monogamous coitus? http://www.youtube.com/watch?v=vI_KJf5lATo


Title: Re: Planetside 2
Post by: shiznitz on September 05, 2012, 01:25:05 PM
If people are doing that shit, then the devs did something right.  I predict stacking wars!


Title: Re: Planetside 2
Post by: Mrbloodworth on September 06, 2012, 08:02:43 AM
Quote
Below is a list of all of Higby's replies, with a contextual title (in bold).

Mini-map:
We're doing a couple things to make the minimap a bit more useful.
In vehicles the minimap will scale out proportionally to the speed of the vehicle, so you can see ahead of you a bit better.
We'll add a key that lets you expand and zoom out the minimap while held down, so you can quickly get your barrings without having to bring up the minimap.
Don't think these changes will be up this week, but they may be up next week on beta.

Bug: Invert-look in vehicle turrets:
Just got word that this is fixed, turret control now adheres to vertical look rather than vertical fly.

Cost and effectiveness of AA:

There are a couple issues going on here -
1 - not every weapon is in the game right now, there will be additional anti-air weapons coming in before the beta is finished.
2 - pricing is first pass for most things right now, we've got to do some pretty substantial balancing once all our rewards solidified.

Cool-down timers:
Cooldowns are good because they're mitigated by certs and implants. Players who are dedicated to that playstyle (tank, reaver, max, whatever) can get the cooldown to zero and not ever be limited by it, players who aren't are unable to just spam something that's extremely useful right this second, and players who don't know get to try out everything without having to sink time or effort into an initial unlock.

Cert and implant stacking:
For the Reaver it goes from 15 minutes to 5 minutes when you unlock all the certs. However, there is a 24 hour 50 Auraxium implant you can get that takes the reacquire timer straight down to 5 minutes. There is a bug on beta that cause these to not stack, they are supposed to, meaning that you can get your timer down to zero by having the cert line and the implant.
Separate control mapping for air/ground vehicles:
I'll ask about adding separate air/ ground vehicle keybinds. That should be pretty straight forward. I'll also put in a request to allow you to rebind the aircraft roll.
Slow tracking speed of turrets:
Turret tracking speed is part of their balancing, although I'm not convinced it's doing anything except being irritating.

Bullet spread, recoil and random deviation:
We've got some new recoil stuff coming online in the next week or so which should allow us to do some better stuff with the weapon recoil which, in turn, should let us decrease the deviation somewhat. Those two things will be part of weapon sidegrades too, so you'll be able to find one that hopefully works best for you.

Bug: Players currently have to be really close to heal/repair a friendly:
We've got a bunch of little bugs with medic and engineer heal / repair tool range that we're dealing with solving. Hopefully you should see these things get better in the next two-three weeks.

Bug: The mouse sensitivity in vehicle turrets is currently mapped to general mouse sensitivity, when it should be mapped to vehicle sensitivity:
We've been discussing some mouse sensitivity issues with vehicles today, this is one of the things we brought up. It will be fixed!
Balancing Maxes with a resource cost/cool-down timer:
Yep, we're coming around on that. We've got a few things incoming to help with this:
You'll no longer spawn in directly as a MAX but instead have to go to a terminal - this mainly affects squad spawning, and MAY affect spawning at a Galaxy as we may not allow MAX swapping at Gal equip terminals (TBD)
Resource and timers are getting implemented for MAXes, we're going to play with it and see how it feels. Like vehicles, certs will exist to cut the timers down.
Timer will make switching back and forth between configurations no longer be viable, so hopefully we see people using multiple weapon systems instead of just flipping over to dual burster / dual

AI.
Still adding more counters, AP ammo should be coming soon.
To offset all of this, the MAX AV and AA weapons are going to get buffed quite a bit. Their AI weapons are already pretty solid.

Teamplay and how they're improving it:
Planetside 2 is all about teamplay, and making teamplay effortless and rewarding is one of our biggest goals between now and ship. We've got a few things working here to address this.
VOIP helps a lot, proximal voip makes it easier to find groups (and allows for singalongs!)
Missions. We have a mission system that is still in progress that should be a global coordination tool. You, as a commander can place a request for different things, air support, transport, engineers, attack, defend, etc. These thing show up almost like minimap pings in a RTS / MOBA for players who are opted in to see that type of content. If you're flying around in a reaver and you have "air support" checked as a mission you're interested in, you'll see waypoints popping up for areas where other players have requested air support. This level of global coordination should help a lot get newer players to the types of things they want to do easily
Better onramps to multiplayer gameplay. We need outfit browsing / recruitment in game, squad browsing, etc. Tools that help you find a group of players to go experience the teamplay with.
Between those three things we think we'll have a pretty good handle on putting people into teams and teamplay situations.

Auto Run?
Not currently planned, but I'll see what people think. It probably wouldn't be terribly hard to add.

Bug: Squad list not updating (showing players as dead when they're alive):

We've got people working on fixing the issue with the squad list updating while I speak. Hopefully we'll have that fixed and up on beta this week.

What the Private Squad toggle does:
Private Squad toggles if your squad will get filled with players using auto-squad or not, it'll also allow you to put your squad on the squad browser.

Custom chatroom channels:
Sure, we're adding ad-hoc channels to the game so you can create your Brony channel or whatever, and then you and all your friends can voice and text chat. We'll probably create some defaults like Outfit Recruitment also.

Changes to earning resources:
Currently you do earn resources (based on region) for any activity that grants score (getting kills, destroying vehicles, reviving allies, etc) but only when a capture event is in progress. We're changing that so it's all the time not just when the region is being captured.
We do have plans to allow for some offline resource gain which I can't go into too much detail on it since that's still getting locked down. We will also be implementing some kind of idle timeout to prevent people from leeching resources, although that sort of exploit isn't really at the top of our priority list at the moment.

Speed in which territory changes hands and lockout timers:

Most of this is in the hands of the players right now and that's how we want it. I've seen fights over one region go back and forth for hours. I don't feel like "lock out timers" are the solution, they're a hamfisted mechanic that basically disables your ability to have fun in an area for a certain amount of time. Having the adjacency requirements in game makes it a bit more predictable where people will attack and you'll have to defend, which should keep fights moving in a less random way - but in terms of putting mechanisms in place to lock bases down I'm not a fan, players should be what holds territory, not timers.
We are making some changes to facilities which make them more defensible and which should make fights over them be more sustainable. This will ideally slow the overall progression through territory, but an overwhelming offensive force is still going to be able to make some quick and decisive gains. That's how it should be IMO.

"Yes I think many people agree that the time it takes to capture anything, especially outposts/towers, is way too fast. The consensus I've seen both here and on the forums consists of some combination of the following ideas:"
Make capture times (ticker/ticket system) take longer for everything. A solo player should not be able to cap an outpost in under a minute.
Modify the influence system so that instead of it providing a flat number of tickets towards a cap, so that it instead increases the rate of capture. This combined with #1 should make the base fights last longer, and require some coordinated effort to take the adjacent hexes instead of solo capping whack-a-mole.
Remove the lock out timer on the satellite points that have a spawn. Capping a base should not lock out attacking empires from the hard spawn they own outside of the base.
Provide some kind of indication on the map that a hex is being capped by an enemy.
We are likely to be doing all of these, as well as removing lockout timers, removing adjacency rules and probably making the rate of [2] a pretty large multiplier, like a 100x difference bettween 0-100% influence.


Title: Re: Planetside 2
Post by: Ghambit on September 06, 2012, 09:22:09 AM
Calling out for rides == shooting the vehicle

proximal VOIP.  Nice.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 06, 2012, 10:00:13 AM
Yeah, the other night, someone was singing "Dont forget about me (http://www.youtube.com/watch?v=CdqoNKCCt7A)" while flying around as a Light assault in the Enemy base.

I joined in.


Title: Re: Planetside 2
Post by: Ghambit on September 06, 2012, 10:41:01 AM
I have plans to sing that Dwarven misty mountain song from The Hobbit, just before battle.


Title: Re: Planetside 2
Post by: shiznitz on September 06, 2012, 07:09:30 PM
I have plans to sing that Dwarven misty mountain song from The Hobbit, just before battle.

You must be Vanu.


Title: Re: Planetside 2
Post by: Goumindong on September 06, 2012, 07:26:21 PM
So uhh, Magriders don't take fall damage. As in, you know the big bridge at j809? You can drive right off it and not take any damage.


Title: Re: Planetside 2
Post by: Ghambit on September 06, 2012, 07:53:36 PM
I have plans to sing that Dwarven misty mountain song from The Hobbit, just before battle.

You must be Vanu.

yyyuuuuup   :grin:

So uhh, Magriders don't take fall damage. As in, you know the big bridge at j809? You can drive right off it and not take any damage.


Title: Re: Planetside 2
Post by: Surlyboi on September 06, 2012, 08:16:40 PM
FUCKing. Barneys.


Title: Re: Planetside 2
Post by: Goumindong on September 06, 2012, 08:32:23 PM
The vanguard is still a better tank


Title: Re: Planetside 2
Post by: Mrbloodworth on September 07, 2012, 07:41:42 AM
Big patch today. Server are down currently though. 1.2 gigs.

But someone did see this when they tried to log in.


I do not believe its been announced officially.


Also, YAY!:



Title: Re: Planetside 2
Post by: Ghambit on September 07, 2012, 09:26:47 AM
I sense MBW is starting to get giddy.  :grin:

Digression: Im all for squad patches and so forth, but they should NEVER say "Planetside 2" on them.   :facepalm:   I mean really.  Really?  They're not serious about that Alpha Squad patch are they?  Tell me it's hidden in a player's bio or something and not visible ingame.  Matter of fact, if they put any non-fictional ads whatsoever in this thing I won't be playing.

The vanguard is still a better tank

In the center and in skirmishes, yah.  On the flanks... no.  And you can still run over people, so yah.   :drill:    My Mag squads in PS1 routinely shifted the balance of power once we were allowed to flank in large engagements.  Then it's just a matter of mowing down your opponent's lines from the sides.  Mowing through an attrited base in close quarters (if you're a good driver) was also wise.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 07, 2012, 09:29:12 AM
Matter of fact, if they put any non-fictional ads whatsoever in this thing I won't be playing.

There are shop/SOE ads on Respawn now I hear. However, they likely go away if you subscribe. One would hope. The original also had Full video advertising. It's a F2P title, Advertising is not unexpected.


Title: Re: Planetside 2
Post by: Ghambit on September 07, 2012, 09:39:36 AM
Yah, but why offer people who pay a patch that says the game on it?  That's just... dumb.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 07, 2012, 09:44:08 AM
No clue. Not even sure where its displayed anyway.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 07, 2012, 10:04:57 AM
and, its up:

http://www.planetside2.com/alpha-squad

Also: PAX Prime 2012 - PlanetSide 2 (http://www.twitch.tv/twitch/b/330865073)


Title: Re: Planetside 2
Post by: shiznitz on September 07, 2012, 10:13:54 AM
SOLD!

I know it seems like a sucker's deal but this is what F2P is meant to experiment with.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 07, 2012, 10:42:26 AM
Eh, not really a sucker deal. Because you just paid for station cash, and if you play any SOE title, you can use them where ever. That 40$ is how much 4000 points cost. So no love lost there.


Title: Re: Planetside 2
Post by: Malakili on September 07, 2012, 10:50:50 AM
Until I have a better idea for what they are going to sell I don't feel comfortable investing in that many station points, especially since I don't play any other SoE games at the moment.


Title: Re: Planetside 2
Post by: shiznitz on September 07, 2012, 11:44:09 AM
My personal experience is F2P is that I do spend money on the extras.  Anything that will help me in PS2 I will be tempted to purchase since my general lack of FPS skills will require all the help I can afford.

A friend is playing the beta as an engineer and his comments to me have me excited about that role.  The engy actually has its own rifle which he has found to be one of the better options for someone of his (and my) limited FPS reflexes.


Title: Re: Planetside 2
Post by: Surlyboi on September 07, 2012, 07:22:53 PM
Bought it.


Title: Re: Planetside 2
Post by: shiznitz on September 08, 2012, 08:57:39 AM
I made characters on East 1 (JackAsh) and 2 (Triplets), but my PS1 name was taken on both servers.  Bastards.  NC always.


Title: Re: Planetside 2
Post by: Sky on September 10, 2012, 09:16:58 AM
Sold, ffs. Because GW2 wasn't killing my free time enough.

Damn you all.


Title: Re: Planetside 2
Post by: shiznitz on September 10, 2012, 09:29:42 AM
My first two hour review:  This has all the fun of the first.  My concerns about it being too "FPS" have been allayed.  I have not played in a squad yet.

Night is very dark which is cool and a pain in the ass at the same time.  I have so far had issues identifying enemies from friendlies at night. 

I have spent most of my time as an engineer but I also tried the MAX.  The NC MAX AV missile has a bit of an arc to it, so there is some modicum of skill to hitting targets at range, as compared to the PS1 AV which followed a linear trajectory.

Jetpacks are just damn fun.

I like the proximity voice system.  You can bind separate keys to proximity chat, squad chat, platoon chat and outfit chat.  I am not sure how that will work when in a fire fight.

I have yet to try any vehicles.  Anyone know if you have to be light assault to pilot/drive anything? 


Title: Re: Planetside 2
Post by: Mrbloodworth on September 10, 2012, 09:33:36 AM
Anyone know if you have to be light assault to pilot/drive anything? 

Anything but MAX I believe.


Title: Re: Planetside 2
Post by: Ghambit on September 10, 2012, 10:08:36 AM
So this weekend was definitely an improvement in playerbase, numbers-wise that is.  But it's still a glaring problem not having the Command and Mission UI in place.  Battles are extremely disorganized and still end up being just a back/forth zerg between a few bases.   This is also a problem because the Map UI still isnt done, so you cant even tell which bases have which equipment or resources...  so pretty much everyone spawns at the Warpgates and rolls out instead.  Since this takes TIME, by the time defense is in place the base is lost.

Anyways, still definitely a beta.

I flew most of the time in a fully crewed Liberator.  /shrug  I anticipate the nerfbat on that aircraft very soon.  Carries way too many bombs (that instakill anything on the ground) and blows anything out of the sky that is dumb enough to attack from the rear.  Perhaps this will all change once people start bringing fighters with missiles to the fight.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 10, 2012, 10:15:10 AM


Dev Roundtable with Matt Higby Recording (http://www.youtube.com/watch?v=qSw7OYiO5vk&feature=player_embedded#!)


Title: Re: Planetside 2
Post by: 5150 on September 11, 2012, 06:43:19 AM
Anyone else get spammed this morning by a PS2 founder Alpha package mailshot? I got 7 plus a variation of it about Station Cash

http://www.planetside2.com/alpha-squad


Title: Re: Planetside 2
Post by: Mrbloodworth on September 11, 2012, 08:32:14 AM
I got one.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 11, 2012, 09:16:17 AM
Devil Dogs - Drunken Adventures of Hammer (http://www.youtube.com/watch?v=C3JLKEgMAV0)


Title: Re: Planetside 2
Post by: Falconeer on September 11, 2012, 10:27:37 AM
Got alpha pack myself. Between this and Mechwarrior I can say that 2012 is my favourite gaming year in... years.


Title: Re: Planetside 2
Post by: Jimbo on September 11, 2012, 10:45:59 AM
I got it too, is F13 gonna try an outfit again?


Title: Re: Planetside 2
Post by: shiznitz on September 11, 2012, 10:48:00 AM
I got it too, is F13 gonna try an outfit again?

I would expect too many faction conflicts for that.  All three seem to be reasonably well represented.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 11, 2012, 10:49:42 AM
Yeah, but TR is best.

Quote
Hey guys!

Spawning logistics have been a hot topic on the forums lately, and it's a subject that we care a lot about on the dev team as well. As usual we really appreciate all the feedback and ideas from you guys. We've been following these threads really closely, and I wanted to take a minute and talk about some of the changes we have in progress for this (extremely important) area of the game.

Right now we have two ways for you to set up forward spawning locations. Squad spawn beacons and Galaxies. We're going to give you guys one more, the Sunderer. Along with this change we're going to do some things to hopefully redefine and expand the roles of both the Sunderer and the Galaxy. These changes aren't going to happen over night, but within the next 2-3 weeks you should see them mostly completed and up to beta.

Sunderer changes:

    Repair and Rearm functions of the Sunderer are going to be stripped, by default it'll be a 12 man transport vehicle
    Repair, Rearm, Respawn and other cool toys like Blockade Armor (which allows you to drive through gate shields) will all be certifications for the Sunderer which unlock loadout choices. Which functionality you want to have with the Sunderer will be up to your loadout, you'll be able to select one of these benefits at a time.
    Cert costs for each of those three options will be relatively low, meaning getting a Sunderer to be a mobile spawn point will be pretty easy
    Further certifications such as deploying a cloaking field, stealth so it doesn't show up on radar, etc. will be evaluated to see if they're needed.

Galaxy changes:

    By default, Galaxies will no longer be able to deploy as spawn points, but they will still be able to deploy into equipment terminals. Note: Terminals moving to a certification/attachment is a future possibility, but at first they will be available by default
    Spawn tubes will be available for the Galaxy as a high level Galaxy cert, it will be expensive and far down the advancement tree. The thought behind this is that dedicated Gal pilots will be able to use the spawning functionality, rather than EVERY pilot. Some limitations may be implemented to keep the eventual "everyone unlocks everything" effect from making Galaxies the defacto spawn tool.
    Other possible certification / loadout enhancements to the Galaxy include adding the ability to load a vehicle, have "powered" hot drops (drop pods), and allowing squad members to spawn into the transport variant while it's in flight.

Global changes:

    Coming in the next patch MAXes will no longer be able to be spawned directly into, you'll have to go to an equipment terminal and in the following patch they will have a cooldown and resource cost as well. That means that you will not be able to spawn MAXes at Galaxies, Sunderers or squad spawn beacons. MAXes will be available at the equipment terminal on gals, but we may end up limiting that as well down the road, we'll make a determination on this based on beta further beta feedback.

Our goals with this are:

    To make ground based forward spawning the primary forward spawning method and therefore enhance the importance of the ground vehicle game.
    To put some limitations on the current degree to which Galaxies allow attackers to bypass defensive chokes.
    To give hot drops and blockade running more tactical relevance, cause they're awesome.
    To layer some additional role choices into our support vehicles.

As always, we're looking forward to hearing your feedback and looking forward to getting these changes out to you guys to play as soon as possible!
Thanks,
-
mh

EDIT:

Quote
Hello everyone,

First off a big thank you to everyone that purchased Alpha Squad. We sincerely appreciate your support. As a happy surprise we are going to be emailing everyone that purchased Alpha Squad an extra beta invite in the coming days.

A bunch of stuff is coming in the next few weeks. Our goal is to have all certs in the game in the next few weeks. It's a lot of work and we may not make it but that's our goal. you can expect big changes to the gun balance in the game and a lot of changes related to spawning behavior that Matt put up in his other post.

Matt and his team are also considering adding base ownership benefits and discussing the third rail "continent locking" issue in more detail. I want to be very clear that we are listening very, very closely to what you are saying. Those spawning changes (Sunderer, Galaxy, Maxes) are the direct result of us listening to what everyone (and I do mean all viewpoints here) has been saying and carefully considering how we think they will impact game balance.
I make no promises here about what our designers are going to come up with.. just that the conversations are happening. Please be patient. you can see we're working super hard to deliver a really fun game. We're also playing the heck out of it ourselves and we see and feel what you see and feel.

We also are working hard on Esamir. It's getting closer and closer to a finished state where we want you guys to play on it. It's pretty awesome and very different gameplay wise than Indar. After that Amerish will go back to being worked on. These continents are taking longer than we expected and it's possible we end up launching with two and delivering the 3rd shortly after launch. We're working super hard but we have some resource bottlenecks. We also are going to see how the game plays with two continents before making any final decisions, so please do us a favor and don't judge any of this before you play the game with two. Too many people knee jerk react to things. There's no point. Just wait till Esamir is live and let's all see how it goes. We are showing with Planetside 2 a strong dedication to launching this game when it's ready, and not before. But that also means we need you as our playerbase to understand that this is like riding a wave that we have an idea where it's going but aren't precisely sure. Actually, that's kind of fun to tell you the truth. We've been seeing gameplay you guys are coming up with that we sure are having fun watching and being a part of.

Performance is another big thing we continue to work hard on. As I've said many times this is an ongoing fight. The single biggest issue remains CPU performance. We have a lot more work to do. We also have work to do on RAM. Right now roughly 75% of our playerbase has 6 Gig of ram or over. The ones that don't feel pain. We get it. We aren't ignoring that and are working hard to reduce that. We know the real problems in performance come in big fights. We are measuring the heck out of it and fighting the good fight. I promise no magic here. It's all hard work and our team is literally working a ton of hours to make this better. I believe this game is always going to have higher spec requirements for a machine to really play well than most other PC games. I want to be up front about that. At some point the size and scale really does cost. But we're getting it better every day and every patch.

Gunplay - expect a lot of changes here in the next patch and beyond. We've seen the average engagement distance is longer than originally anticipated and we are going to more of a recoil model with certs to calm down the recoil. Again.. judge it when you play it. The patch this week will likely have rough spots on recoil mostly because we have work to do on the animations. Please be patient and don't assume it sucks the second it hits the servers. Some stuff will be better, some worse.

Certs / Resources - right now resources don't matter enough. Soon they will matter a lot more. Certs will also be getting their closer to final times. We fully intend for the high end of certs to take weeks but the lower parts to be minutes and hours. Certs are going to matter in this game. Time invested IS going to matter in this game.

That's all for now. I'll be watching this thread and replying as often as time allows.

Thanks

Smed



Also, Smed said recently that PS2 beta has already Exceeded PS1's metrics.


Title: Re: Planetside 2
Post by: Sky on September 11, 2012, 12:00:39 PM
East 2 Komoto TR, can't really play right now because the bulb is going on my tv and I'm waiting for a replacement.

Like the changes to the Gal and Sunderer, he was talking about that in the video a bit. I like the shift to easier spawning on a vehicle that's tougher to insert into the battle. Of course, it's mmo so catasses will have all the gal stuff unlocked within a week and it won't matter, but hey.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 11, 2012, 12:15:28 PM
Gal being a spawn is a terrible idea. Has been, and has shown to be in game. But for some reason, they really will not let it go. Another thing on the altar of "speed speed speed" I guess.

Code:
East 2 Komoto TR

I'm on East 1, TR. MrBloodworth.


Title: Re: Planetside 2
Post by: shiznitz on September 11, 2012, 12:31:53 PM
Yeah, but TR is best.


RACIST!


Title: Re: Planetside 2
Post by: Mrbloodworth on September 11, 2012, 12:42:57 PM

What faction are you?


Title: Re: Planetside 2
Post by: shiznitz on September 11, 2012, 01:51:08 PM
NC.

I just screamed RACIST since that was the most fake ofensive nonsequitur that occured to me.


Title: Re: Planetside 2
Post by: Jimbo on September 11, 2012, 03:08:24 PM
East 1, TR  Sgtskippy

Was fun today, like the idea of getting to combat a lot quicker than in the old game. 


Title: Re: Planetside 2
Post by: Mrbloodworth on September 12, 2012, 07:56:25 AM
NC.

Separatist scum!

Quote
"Loyalty until Death! Strength in Unity! Order requires law. Law is enforced through deterrence. Deterrence is based on the fear of consequences, and fear is the most powerful motivating force. The separatist groups, the Vanu Sovereignty and the New Conglomerate, will be dismantled through the exercise of forceful deterrence. Dissidents will fear the consequences of their disloyalty. Unity and order will be restored."
—Terran Republic propaganda poster

 :grin:


PlanetSide 2 - Timelapse  (http://www.youtube.com/watch?v=xJX36Tid4pU&feature=player_embedded)



Really fantastic breakdown, though some things are old, or changing:

ULTIMATE BEGINNERS GUIDE! - Planetside 2  (http://youtu.be/1gvXlHyApxY)



I've seen plenty.  Guess you're not following or getting into the right ones.

So, how has your beta Experience been.


Title: Re: Planetside 2
Post by: Sky on September 12, 2012, 11:05:07 AM
Bonus beta keys are out for anyone interested. I've got one to give away.


Title: Re: Planetside 2
Post by: Malakili on September 12, 2012, 11:12:35 AM
Bonus beta keys are out for anyone interested. I've got one to give away.

How does this work, I can't check from here, but will a key just show up in my account to give away or something?


Title: Re: Planetside 2
Post by: Sky on September 12, 2012, 11:19:16 AM
Email.


Title: Re: Planetside 2
Post by: Malakili on September 12, 2012, 11:27:57 AM
Bah.


Title: Re: Planetside 2
Post by: satael on September 12, 2012, 01:09:11 PM
Bonus beta keys are out for anyone interested. I've got one to give away.

I'm interested, but GW2 is still taking most of my free time so someone else might be a better recipient.


Title: Re: Planetside 2
Post by: Sky on September 12, 2012, 01:59:29 PM
Bonus beta keys are out for anyone interested. I've got one to give away.

I'm interested, but GW2 is still taking most of my free time so someone else might be a better recipient.
Everyone who pre-ordered will get one (the 'Alpha Squad' folks). So don't worry about availability, it's basically just become an open beta.


Title: Re: Planetside 2
Post by: Jimbo on September 12, 2012, 02:43:04 PM
I have a beta key too, so  pm me and I'll send it in the morning when I get off work.



Title: Re: Planetside 2
Post by: Mrbloodworth on September 12, 2012, 06:03:27 PM
Everyone who pre-ordered will get one (the 'Alpha Squad' folks). So don't worry about availability, it's basically just become an open beta.

Ah, that explains why I did not get one. Sucks, I was going to invite a friend.


Title: Re: Planetside 2
Post by: Bann on September 12, 2012, 06:31:41 PM
Im interested in checking this out, if someone has a key burning a hole in their email.


Title: Re: Planetside 2
Post by: Surlyboi on September 12, 2012, 08:30:50 PM
I've got a spare key. PM me for it.


Title: Re: Planetside 2
Post by: 5150 on September 13, 2012, 04:43:33 AM
Are there still US and Euro servers or is everyone on the same server now?

I'm slightly concerned about getting Alpha and then losing stuff with the impending Euro spin off of all Sony's Euro services to ProSiebenSat.1 http://forums.station.sony.com/eq2/posts/list.m?topic_id=513482


Title: Re: Planetside 2
Post by: Falconeer on September 13, 2012, 05:07:49 AM
There is going to be Euro servers. There's already Euro servers in the beta.

About ProBienSat.1 (?!?), they specifically say stuff you purchase with Alpha-Squad pack will be converted to that service at launch, but the servers are already there.


Title: Re: Planetside 2
Post by: cironian on September 13, 2012, 06:39:59 AM
From what I could find, their communications on this are really mixed up. While SOE people have posted in forums that they canned any plans for region locking on the US/Euro servers, they are still sending out mass mails which explicitly state that the servers will be region locked.


Title: Re: Planetside 2
Post by: Goreschach on September 13, 2012, 08:50:02 AM
This one looks like it might be good, but I'm not sold yet.

If anyone gets a spare key, I'm up for trying it.


Title: Re: Planetside 2
Post by: Kageru on September 13, 2012, 09:02:12 AM

It's going to be f2p right? I can wait.

And also see if they go through with having Australian friendly servers.


Title: Re: Planetside 2
Post by: Sky on September 13, 2012, 09:32:49 AM
If anyone gets a spare key, I'm up for trying it.
Use pms.


Title: Re: Planetside 2
Post by: Surlyboi on September 13, 2012, 04:30:47 PM
Key's gone. Congrats.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 14, 2012, 11:44:11 AM
All they spare keys gone?

Also, those that picked up Alpha Squad, When you hit Continue, after submitting your CC info and such. Did it just dump you in the your account page with no confirmation of any kind?

I also have not received an E-mail.


NVM, I Am retarded. I only updated my payment options, not bought the Alpha squad.


Title: Re: Planetside 2
Post by: Sky on September 14, 2012, 12:16:43 PM
I have a key, waiting for a pm to take it.

Won't be able to play until Monday at the soonest, bulb went in my tv :(


Title: Re: Planetside 2
Post by: Mrbloodworth on September 14, 2012, 12:27:58 PM
Took about 5 days to get your spare key from date of buying Alpha Squad, yes?


Title: Re: Planetside 2
Post by: Falconeer on September 14, 2012, 12:45:47 PM
I got my Alpha Squad 5 days ago, and no buddy key yet.  :oh_i_see:


Title: Re: Planetside 2
Post by: Trippy on September 14, 2012, 12:54:03 PM
First impressions after playing it for a few hours yesterday thanks to Jimbo.

* It's good to see Vanu is still underrepresented :awesome_for_real:

* TR is still facist scum :why_so_serious:

* Where's my N00bhammer? :oh_i_see:

* The game still devolves into 2 on 1s (TR & Vanu vs. NC on West 1 yesterday), not that I thought SOE would actually figure out how to fix that problem

* Basic shooter mechanics are much improved though there's something funky about the mouse code which messes up the desktop mouse when switched out of the game on my system.

* It's way too easy to cap things now, even with multiple CP locations in the larger bases. One exception that I saw being that lab near the middle of the map with the 360 degree shields on the ground level where you have go up to attack the base.

* The game is way too dumbed down now.

* The HUD labels are too fucking small.

* Having to man the Engineer turret is just stupid beyond belief given how easy it is to be killed behind one -- i.e. it doesn't seem to afford any protection at all. Also how you deploy it is very confusing cause you have to deploy twice? (Once for the "shield" that doesn't do anything apparently and once for the gun itself).

* Tank drivers controlling the main gun is also stupid.

* I hate having classes, especially given how narrow they are. In Tribes: Ascend I can kind of understand them doing it since they are going for an eSports model so that makes things easier to balance for competitive play but PS2 has no such excuse. They took away my ANT and my AMS and now I can't even heal and repair with the same class. That's fucked up.

* I hate how games like Tribes: Ascend (Blood Eagle skins) and PlanetSide 2 have "devolved" armor in Sci-Fi games to be ever more flimsy than what soldiers today wear. Yes I know you have shields in PS2 but I really hate the look of running around in cloth "armor" unless I'm in a Max in a Sci-Fi shooter game.

* The game still feels suitably epic even with the relatively sparse populations currently.

* Building textures are pretty weak. First time I logged in I thought I was playing a game from mid 2000s or my graphic settings were wrong. Outside looks a lot better, though.

So they've kept the scale of PS1 (and even made it bigger in some ways) and improved the shooting mechanics but got rid of almost all the other things that made PS1 more interesting than your standard run and gun shooter with vehicles.


Title: Re: Planetside 2
Post by: 01101010 on September 14, 2012, 01:06:35 PM
First impressions after playing it for a few hours yesterday thanks to Jimbo.

* It's good to see Vanu is still underrepresented :awesome_for_real:

* TR is still facist scum :why_so_serious:

* Where's my N00bhammer? :oh_i_see:

* The game still devolves into 2 on 1s (TR & Vanu vs. NC on West 1 yesterday), not that I thought SOE would actually figure out how to fix that problem

* Basic shooter mechanics are much improved though there's something funky about the mouse code which messes up the desktop mouse when switched out of the game on my system.

* It's way too easy to cap things now, even with multiple CP locations in the larger bases. One exception that I saw being that lab near the middle of the map with the 360 degree shields on the ground level where you have go up to attack the base.

* The game is way too dumbed down now.

* The HUD labels are too fucking small.

* Having to man the Engineer turret is just stupid beyond belief given how easy it is to be killed behind one -- i.e. it doesn't seem to afford any protection at all. Also how you deploy it is very confusing cause you have to deploy twice? (Once for the "shield" that doesn't do anything apparently and once for the gun itself).

* Tank drivers controlling the main gun is also stupid.

* I hate having classes, especially given how narrow they are. In Tribes: Ascend I can kind of understand them doing it since they are going for an eSports model so that makes things easier to balance for competitive play but PS2 has no such excuse. They took away my ANT and my AMS and now I can't even heal and repair with the same class. That's fucked up.

* I hate how games like Tribes: Ascend (Blood Eagle skins) and PlanetSide 2 have "devolved" armor in Sci-Fi games to be ever more flimsy than what soldiers today wear. Yes I know you have shields in PS2 but I really hate the look of running around in cloth "armor" unless I'm in a Max in a Sci-Fi shooter game.

* The game still feels suitably epic even with the relatively sparse populations currently.

* Building textures are pretty weak. First time I logged in I thought I was playing a game from mid 2000s or my graphic settings were wrong. Outside looks a lot better, though.

So they've kept the scale of PS1 (and even made it bigger in some ways) and improved the shooting mechanics but got rid of almost all the other things that made PS1 more interesting than your standard run and gun shooter with vehicles.

Thanks for the brief review.  :heart:


Title: Re: Planetside 2
Post by: Sky on September 14, 2012, 01:35:18 PM
My key is gone, too. Enjoy!


Title: Re: Planetside 2
Post by: kildorn on September 14, 2012, 01:36:45 PM
You only have to deploy the engineer turret once, it just takes a minute to build itself and isn't really obvious about it. There are some bugs with weapon selection (sometimes I can use number keys to select ammo pack. 90% of the time it doesn't work however and I have to mouse wheel until I get to the pack to toss a new one)

Galaxy spawn point changes need to happen soon, they're too easy to spam repair and too hard to take out. Two galaxies landing in a fortified base can actually breach it via sheer human wave attacks. This compared to how easy it is to destroy spawn beacons when trying to take out a base.

I don't like some of the certs (IRNV is way overpowered because it has nothing to do with IR or NV, it just turns the world white and player objects bright red, I assume the visual effect is not done, because it's hilariously easy to pick out hostiles with it), and 90% of the weapons aren't in yet which makes it hard to feel like you're progressing.


I like the scale and feel, but I also feel like the entire game devolves into who brings the most galaxies to a fight in the current build. Rocket armed aircraft also seem pretty bullshit, considering they can take a cheap cert to become immune to infantry firearms, and at least the vanu rocket launcher can't hit anything moving.


Title: Re: Planetside 2
Post by: Jobu on September 15, 2012, 04:25:23 PM
* Building textures are pretty weak. First time I logged in I thought I was playing a game from mid 2000s or my graphic settings were wrong. Outside looks a lot better, though.

If you're inclined, you can edit the UserOptions.ini file and "hack" the texture quality settings to exceed what is available in the game settings. I believe 0 is "best", but I can't recall exactly. You might be able to squeeze some better stuff out of it.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 06:56:47 AM
Quote
Hi everyone,

Last week in the beta status I specifically referenced that certs were getting closer to their final times. We aren't done yet so don't assume what we have now is final. It may be too slow or fast. still measuring.. You will also notice that offline cert point gain has stopped. That is intentional. We do plan on putting that feature as something you automatically get with a sub and we *may* offer it as something you can purchase as well (it may only last a month btw).

I want to make sure everyone understands our goal with cert points is to get you in the game and playing. Playing will get you enough cert points to advance to whatever your goals are in reasonable time. If you notice we give you almost everything a skill based shooter needs right away. And you specifically will get that for free. Cert point gain is also for free. You will be able to speed it up with XP boosts (XP over time = cert points) and you can get it offline the way I mentioned above.

Also I made it clear in that previous beta status that time invested in this game IS going to matter. Is it going to unbalance it vs. the casual player? No. We've designed the game with that in mind. It does mean the person with more time invested will have more options. But not skill. That's all about the player.

I've been saying for a long time that we plan on having a deep enough cert tree for years of play. About 20% of the certs in the game will have top ends that require a lot of time investment to get. But getting 80% of the way there be painless even for a free player.

We've done our best to make a great game with a very deep certification system that will let you still be advancing years from now with just the stuff we have in the game today. We don't want our system to be as quick as unlocking in MW3 or BF3. That's specifically something we do NOT want. We want this game to have long legs and give you something cool and meaningful when you put the time in.

We also want the more casual player to have options to keep up with the heavier players.

We still have balancing work to do. we expect all the certs to be in the game in the next few weeks.

Thanks

Smed


Quote
Hey all -

There are some pretty cool facility changes coming in the next couple weeks that I wanted to tell you guys about.

First of all, you may have noticed that we've changed the way influence works for base capture.

Previously the amount of influence you had on a facility would give you a fixed chunk of capture points. This meant that sometimes you could capture a base by flipping a piece of adjacent territory. While we want the territory control around a base to matter, this sometimes abruptly ended base battles and took the fight out of the hands of the attackers and defenders within the facility - we didn't want that.

With the new system influence now controls the RATE at which you gain tickets from the control points you hold. Now, the more influence you have, the faster the base will capture for you. This way the capture of adjacent territory can meaningfully impact the base capture without taking control of who will win and lose out of the hands of the people fighting in the facility.

These influence changes went up to beta on Wednesday. One thing that we've gotten a lot of feedback on was that with the new system and the current values the bases and especially outposts are being flipped way too fast for there to be any sense of ownership or purpose to defending. We agree. The current timings for a standard outpost and an amp facility on beta right now are:

Amp facilities such as Zurvan go from 100 seconds to secure at 100% influence to 1000 seconds at 0% influence.
Small outposts go from 9 seconds to secure at 100% influence to 90 seconds at 0% influence.

Note: These "Time to secure" is the time that you must hold the control point once it's flipped to owned by your faction.

In an upcoming hotfix we will be adjusting these values to make these hold periods take significantly longer, with the new values it will now be:


Facilities will go from 300 seconds to secure at 100% influence, 600 at 50%, 900 at 33%, and 2700 at 0% influence.
Small outposts go from 60 seconds to secure at 100% influence, 120 at 50%, 180 at 33%, and 540 at 0% influence.

These numbers will continue to adjust while we try to find the sweet spot, but some things to keep in mind with how this system works:

1 - some of these numbers may seem a bit long, but we're considering the influence average for engaging in a base capture to be somewhere between 33-50% to be a 'fair fight', that means that a facility will be 10-15 minutes to secure and a outpost will be 2-3 minutes.
2 - if you've got no fight at the facility and the control console is secure, no one needs to stand there to make the base flip. You can begin repairing base defenses, set up for future assaults, loosen up defenses at your next attacking target, etc.
3 - One of our main goals is to try to encourage people to fight along major front lines while still keeping the door open for dedicated groups to drop behind enemy lines and through a concentrated effort allow them to cut off resources or cause a reaction. Our hope is that the longer capture timers for 0% influence keeps is a deterrent for most people trying to back capture, but leaves the window open for some specialized outfits to be able to do their ninja ops. That being said, for the time being, we're planning on keeping the adjacency requirement intact, with the possibility of opening it up in the near future to see how it plays with the new influence system.

Upcoming changes to base objectives:

Within the next couple weeks we'll be changing the way that sub-objectives in facilities work.

Right now you roll up on a generator and pop a cap or two into it to blow it up. We don't really dig this because it forces you to waste ammo and it also means that 10 guys or a tank can bust down objectives so fast that defenders can't really react.

We're moving over to an interact method to set charges on generators which will have a fixed time before they detonate, we're going to start with around 45 seconds for shield gens and 90 seconds for spawn generators, but this of course is open to adjustment. This will force the attackers to actively defend the sub-objectives once they place the charges, and allow defenders to have a more choices in how they defend bases, rather than just stacking up on the capture consoles.

This method will also allow us to do a better job of communicating to defenders and attackers what the status of the sub-objectives are with voice callouts and visuals such as sirens on the buildings housing the generators.

Strategic importance of facilities

We've also spent a lot of time discussing the strategic importance of facilities on the map, I want to stress that this is something that's only under discussion at this point, but I'd love to hear feedback on it. Currently primary facilities provide fantastic defensive positions, spawn points for vehicles and infantry, exert a lot of influence due to their large region size, and of course give you that delicious, delicious Auraxium. However, they don't add a lot of strategic depth to the fight for the continent. To address this we're planning on adding specific facility benefits to base types, similarly to benefits that facilities granted in PlanetSide.

The current design would mean that facilities that are linked via territory control would apply benefits such as :

Tech Facility - ability to spawn heavy offensive vehicles (MBT, Liberator) at connected facilities, towers.
Biolab - slightly reduced respawn time at connected outposts, facilities, towers
Amp station - reduced vehicle spawn times, enhanced turrets

Moving forward

Our philosophy has always been that the best way to make this game shine is to give players as many possible opportunities to define their own effective tactics and strategies. Solving the problem of "how do we attack this base" or "How do we defend this base" shouldn't be about fighting game mechanics but against other players who are infinitely more interesting and dynamic than the mechanics could ever be. To that end, we want to limit mechanics we implement to the fewest number that can provide sufficient structure for moment-to-moment and strategic gameplay and no more. This is a challenging balance to achieve, but we're committed to getting it right, and with your help we know we can.

I'm excited about seeing how these changes, as well as the ongoing changes to the facility flows that we've been working on will enhance the feel of facility battles. Please continue to help guide us towards getting this area of our game feeling great, we can't get there without your feedback.

Thanks!

-
mh



EDIT: Also, it seems today is patch day.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 11:42:26 AM
Quote
“Initially we thought the Galaxy would make a really great spawn point. People could move it around, they could land it right where they wanted to, they could bring a squad with them and it’d be th place they’d respawn if they were doing field operations.

“And we were right, we were completely right, it works awesome. It works too awesome. It was allowing people to bypass ground base combat. They could just fly a Galaxy to where they wanted to go without having to push through the front line. So it was creating this disconnect between the vehicle gameplay and static defences. You could just go drop a Galaxy at the other side of the base and never have to go through the cool chokepoint that the players created.
Source. (http://www.pcgamer.com/2012/09/17/planetside-2-interview-things-weve-learned-on-the-beta-galaxy-spawns-to-be-nerfed-base-capture-gets-bombs/)

No shit? You don't say? PS1 Vets may have told you this before beta even started.


I personally keep getting this "We are awesome designers, see, we took something that worked, and made it DIFFERENT. DESIGNERS!" There is a lot of "Different for the sake of different" in PS2.


Title: Re: Planetside 2
Post by: 01101010 on September 17, 2012, 11:48:40 AM
Quote
“Initially we thought the Galaxy would make a really great spawn point. People could move it around, they could land it right where they wanted to, they could bring a squad with them and it’d be th place they’d respawn if they were doing field operations.

“And we were right, we were completely right, it works awesome. It works too awesome. It was allowing people to bypass ground base combat. They could just fly a Galaxy to where they wanted to go without having to push through the front line. So it was creating this disconnect between the vehicle gameplay and static defences. You could just go drop a Galaxy at the other side of the base and never have to go through the cool chokepoint that the players created.
Source. (http://www.pcgamer.com/2012/09/17/planetside-2-interview-things-weve-learned-on-the-beta-galaxy-spawns-to-be-nerfed-base-capture-gets-bombs/)

No shit? You don't say? PS1 Vets may have told you this before beta even started.


I personally keep getting this "We are awesome designers, see, we took something that worked, and made it DIFFERENT. DESIGNERS!" There is a lot of "Different for the sake of different" in PS2.

This sounds promising for the return of the god damn AMS. Just mod the bangbus like you did the Gal and remove the spawn capabilities of the Gal. That would start to get me sorta interested in this thing.


Title: Re: Planetside 2
Post by: Trippy on September 17, 2012, 11:53:35 AM
It's amusing how they intentionally left out most of the interesting things from PS1 and just now are slowly realizing that maybe the PS1 devs actually knew what they were doing.

"Hey maybe the main bases should confer some sort of benefit to the side that controls it" :facepalm:


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 12:08:24 PM
Say that on the main forums, and prepair to be inadated with:

"PS1 Failed"
"Your just a bitter Vet"
"PS1 Sucked!"
"Why revisit that failed game!"
" that game was not a success... why repeat that? "


Title: Re: Planetside 2
Post by: Trippy on September 17, 2012, 12:14:28 PM
I understand the need to make a game that's more accessible than it's predecessor. Not everybody wants to play inventory Tetris for hours on end :awesome_for_real: But if you want to keep people playing there's got to be more to the game than what they have now.


Title: Re: Planetside 2
Post by: 01101010 on September 17, 2012, 12:20:25 PM
I understand the need to make a game that's more accessible than it's predecessor. Not everybody wants to play inventory Tetris for hours on end :awesome_for_real: But if you want to keep people playing there's got to be more to the game than what they have now.


Pish. 1 minichaingun, 2 deci's, 2 med packs with a med gun and an engi gun. /fin.

Oh wait, sorry... just a disgruntled vet here.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 12:23:16 PM
Inventory created some really intense moments in PS1. Being locked down inside a defend able point and passing ammo and supplies around, scrounging supplies off the dead was one of the more engrossing moments in the game. Not sure I can think of too many war movies where supplies were not an issue. Some things, are not about kill counts, or numbers but creating those moments you remember. Looting the opposition was also a great joy.

If you were playing inventory Tetris for hours on end, there was something wrong with you. ( Thought I know, you were exaggerating, right? )




Title: Re: Planetside 2
Post by: Trippy on September 17, 2012, 12:33:08 PM
If you were playing inventory Tetris for hours on end, there was something wrong with you. ( Thought I know, you were exaggerating, right? )
Nope :awesome_for_real:

The infiltration suit, especially, was hours of fun cause you had to make some hard tradeoffs on what to carry since your inventory is so small. There was also vehicle storage Tetris to play. E.g. again in an infiltration suit with the Wraith you had to decide what to stick in the trunk for those extended operations behind enemy lines.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 12:36:28 PM
I don't have a problem with any of that. I used to keep my marauder trunk loaded with supplies needed on the field ( Using Vehicle load-out presets ). Normally more Repair juice and ACE's for my Engineer friend who rode with me.



Also HAVE NO FEAR!

Cloakers are now snipers. Somehow, that's logical. ( In Reality, its just copy pasta leftovers )


Title: Re: Planetside 2
Post by: 01101010 on September 17, 2012, 12:38:30 PM
Was two months before I knew there was a trunk. My shit blew up so fast, I rare took the time to store anything in there. Of course, I was an AMS pilot... I had UNLIMITED trunk space.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 12:45:31 PM
You know whats supper awesome!

I Get called a troll/griever when I tell people to press "E" when we approach the target base in our Gal.  

Yep, one of the most iconic, DEFINING elements of Planetside. Relegated to obscurity because someone, despite all information, and warnings to the contrary, thought it would be supper keen to make the Gal an AMS.

Dude: "Just land"
Me: "Get the hell out of my Galaxy!"


Title: Re: Planetside 2
Post by: Sky on September 17, 2012, 01:03:35 PM
I personally keep getting this "We are awesome designers, see, we took something that worked, and made it DIFFERENT. DESIGNERS!" There is a lot of "Different for the sake of different" in PS2.
Ok, but some credit for them eating humble pie to the rampant volume of "TOLD YOU SO HAHA EAT IT" and changing things to be better for the game they're making today.


Title: Re: Planetside 2
Post by: 01101010 on September 17, 2012, 01:08:30 PM
I personally keep getting this "We are awesome designers, see, we took something that worked, and made it DIFFERENT. DESIGNERS!" There is a lot of "Different for the sake of different" in PS2.
Ok, but some credit for them eating humble pie to the rampant volume of "TOLD YOU SO HAHA EAT IT" and changing things to be better for the game they're making today.

That has yet to be seen... how will the changes actually fit the whole, rah rah go go go playstyle they seem to be going for. But I will agree with you, at least they are using beta to actually test and adjust / change things. I will give them credit for that much.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 01:14:22 PM
I personally keep getting this "We are awesome designers, see, we took something that worked, and made it DIFFERENT. DESIGNERS!" There is a lot of "Different for the sake of different" in PS2.
Ok, but some credit for them eating humble pie to the rampant volume of "TOLD YOU SO HAHA EAT IT" and changing things to be better for the game they're making today.

I have many doubts that this current Development team even played PS1. I gave credit for this beta being a real, olde timey beta, but I'm not going to praise them for finally coming around to common sense. Anyone that spend any time with the original knew GAL as an AMS was dumb.

To Add, I have ZERO clue as to why they refuse to put the AMS back in. Keeping the GAL/AMS as a high end cert, and the refusal to bring back the AMS smacks of "Designer pride". It was somewhat clear when the designer in question was directly asked in one of the last AGN shows.


Title: Re: Planetside 2
Post by: Jimbo on September 17, 2012, 02:01:19 PM
After reading Smed's post on experience gains, I'm really not looking forward to playing.  Just playing beta has me scratching my head, there are some fun points but lots of WTF?! moments too.

Smed must be stuck in EQ mode where he thinks slowing down experience is great, hey can't have people level up and actually try out things.  Fucking developers...from EQ, DAoC, CoH, omg...they are leveling too fast quick cock-block exp gains so they can't level fast!

Playing TR so I'm slanted on it so far:

Balance of the weapons- I'm really scratching my head on this one.  The HA LMG sucks, but so does the other smurfs and barneys, but then again I'm biased (humped a M60 for the army when I was young), we really need a prone and/or bipod or tripod deployment and some more umph in our bullets.  I'll trade off running slower or not being able to jump as well or what ever, hell even take away the rocket launcher.  But then that would make another class.  The dumb fire rocket is pretty good, I mean with a well placed shot max's get dropped on one hit.  I run out of ammo before my LMG would kill them at close range.

The carbine and rifle are damn impressive!  Playing my medic is wild as I can run up and destroy them if i get the drop, hell I've even been shot at, turned and destroyed them, I know that has to frustrate some of the other factions.

The classes-- 
HA-see above. 
Medic-pretty cool, was hoping they had the healing boxes or grenades in but the heal gun is okay for now. 
Engineer is like Trippy said, little underpowered right now, deploying the turret is a death trap unless you have overwhelming odds, looks promising if the hacking and repairing and maybe buffing the turret with cert points (no clue if that is what they plan), could be a fun class but could be over powered down the road.
Light Assault is a fun idea and has a great gun and cool idea.  The grenade limit and how to resupply is wonky, but i guess certs will make that a little better.
Haven't played the infiltrator yet so no comment, same with the MAX haven't played him yet.

The base capture is okay, but the crash a base with 2 galaxy's and overwhelm the defenders is too easy.

Tanks seem okay, but took a bit to get back into the habit of gunning and driving, plus just realized my tank could deploy.  The ATV is the same, pretty fun to run around on, the Sunderers was a bit clunky to drive but seemed okay.  Haven't played the air craft yet.

It is in beta and okay, not sure if how the dev's are talking is really going to make the game fun.

Being able for a side to win would be nice, but knowing my luck if they did something like that it would be painful to everyone.



Title: Re: Planetside 2
Post by: Malakili on September 17, 2012, 02:21:56 PM
The RPG elements are the things I worry most about as well, particularly in light of the f2p model which means they are going to have to give some incentive to buy things like boosters.   I've never liked the idea of RPG elements in a shooter, and I feel like the reason they appeared in PS1 and again in PS2 are that developers seem absolutely convinced that MMO persistence has to incude character progression.  I'm much much more interested in world progression, and at this point just the idea of having to level myself up in games is getting really fucking old. Granted, there is truth that you can jump right into this and play, and for that I am thankful. But the moment I start feeling like I'm losing because of what I don't have, its going to start really bothering me.   Its been somewhat refreshing playing Counter Strike: GO since it came out just because there is none of that progression/unlock crap.  In fact, I've been playing more CS: GO than PS2 beta, if that says anything.

Rant aside, this game is fun to play and I'm going to be playing it at launch and hope that the large scale stuff over shadows the downsides (which I think it will in the end).


Title: Re: Planetside 2
Post by: Merusk on September 17, 2012, 02:41:26 PM
... that developers seem absolutely convinced that MMO persistence has to incude character progression.  I'm much much more interested in world progression,

I'll wager developers feel this way because it's the feedback that players have given via play habits.  No progression/ way to continue developing a character = falloff in play hours and an eventual discontinuation of play.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 17, 2012, 09:41:41 PM
Really enjoying tonight's base capture. stuff.


Quote
   

    Hey all -

    Membership and what benefits paid players have access has been talked about quite a bit on the forums this weekend. We're still working out the exact details on our membership model, precisely what benefits it will grant, but I wanted to give everyone a bit of a preview of what we're thinking on giving to members and why we decided to give those things.

    First, a quick aside about "pay-to-win"

    Ever since we first started working on this project, we've been dedicated to the belief that Planetside 2 is and must be a legitimately competitive online gaming experience. A large part of being legitimately competitive is confidence that the game is 'fair', for free-to-play games this typically boils down to the question of: "is it pay-to-win?"

    As much as I want to give you the definitive answer that Planetside 2 is NOT pay-to-win, it turns out it's actually a fairly personal question and people define what exactly pay-to-win is in their own way. The viewpoints cover the spectrum from people who will opine that any advantage that paying players get at all is pay-to-win, to others who don't even see a problem when you can pay a dollar to instantly blow up someone's tank. Rather than try to convince YOU that Planetside 2 isn't pay-to-win, I want to talk about why I'm convinced it's not, and then talk about why we've made the decisions we have, for membership and microtransactions while being constantly mindful of the goal of creating a "legitimately competitive" experience.

    In Planetside 2 we don’t restrict your character from any type of gameplay based on paying money. No weapon, vehicle, attachment, continent, class or certification is unavailable to you as a free player. Everything and anything that can affect gameplay is available to unlock through gameplay. This is a big deal. It would be extremely easy for us to make tanks and aircraft restricted to members only, it would be very easy for us to sell exclusive guns on the marketplace for Station Cash. We wouldn’t do those things because we have a commitment to ensuring that the game remains legitimately competitive.

    Another thing that I believe keeps us pretty firmly in the “not pay-to-win” column is the way characters in Planetside 2 advance. Unlocking a new weapon or ability in the game should never make you straight up more powerful. Rather, a new unlock should give you access to a new gameplay style which has trade-offs. This is the concept of sidegrades, if I spend Auraxium to unlock a Skyguard turret for my Lightning, hell yea it makes me a lot more powerful vs. airplanes, but it makes me a lot less powerful vs. tanks. That’s not a power advantage, it’s a playstyle shift, and each and every thing you unlock in the game should offer similar choices to the player, rather than a undeniable upgrade. This is admittedly not exactly the case in the game right now (a notable example is unlocking secondary weapons for aircraft, these undeniably grant a significant power advantage currently), but we’re working on making this the case in as many areas as possible.

    Yet another aspect of legitimately competitive is where you’re drawing the line when you define the competition. For me, when I say the game is competitive I meant that on a moment-to-moment basis your ability to compete with and kill my character is entirely based on our personal skill. I should never be able to acquire an item that makes it just straight-up easier to kill you, or makes it straight up harder for you to kill me. One exception would be for consumable items. Consumable items such as grenades, med kits, implants and even to some degree vehicles, do give a distinct power advantage in a moment-to-moment context – but, these items are available exclusive for resources which are exclusively earned in game.

    Our goal is to make it so that any fight you have in the game with another player is entirely won or lost based on that player’s skill rather than how much money they’ve spent or how much time they’ve invested in the game. We want a player who is badass at shooters and has just jumped into Planetside 2 for the first time to kick *** at it without spending a dime, and they will, because the ultimate arbiter of your success or failure in the game is your own personal skills (be they driving, firing, teamwork, tactics, etc) and NOT which gun you bought. Now of course, if you walk into a room with a guy who has a kickass close quarters weapon out, and you’ve got an assault rifle that’s meant for long range engagements, he might crush you, but that is still skill in the form of choosing when and where to engage, it’s not an advantage that was bought or sold.

    Okay, so “access to stuff” is out as paid benefit. So too is “more powerful stuff”. So what do we do to keep the team employed in these jobs we love creating games that hopefully you guys love too? There are two things that we are considering selling in the game: Cosmetics and Convenience. That’s it. Seriously.

    Cosmetics are pretty self-explanatory, I think everyone “gets it” with cosmetics and won’t be too upset at buying camo patterns or decals for real money.

    What about Convenience, what does that mean exactly?

    For us, convenience is purely the act of unlocking something faster, whether that means through buying a side-grade weapon directly with a StationCash microtransaction or earning certification points faster due to a boost or membership. That leads us to the real topic of the thread (which will probably end up being shorter than this “aside”, go figure).

    Planned membership benefits

    As I mentioned before, none of these things are set in stone and we’re posting them now so that we can hear your feedback and adjust if needed. We’ve spent a lot of time trying to model a membership that gives great benefits but does not gate specific functionality or gameplay and allows the game to remain completely competitive. The current plan is to have membership affect your character advancement in three primary ways, each of which will additionally be accessible via a “boost implant” available to all players – yes, this does mean that players who are members will be able to double down on one area if they choose to.

    1 – Passive Cert Growth. This is often mischaracterized (by myself as well) as “offline cert points”. It’s actually just passive cert gain that works if you are online or offline. With the current plan all players will gain cert points passively over time at a set rate. Members will get a faster rate. The current penciled in benefit for membership is 50% increase to the speed which passive cert points are granted. This does not affect cert points earned via experience.
    2 – Automatic experience boost. Members will accrue experience at a 50% increased rate. This will affect “active” cert point gain, as well as battlerank gain.
    3 – Automatic resource boost. Members will accrue resources at a 50% increased rate. This will affect the rate which you can acquire consumables like grenades, spawn beacons and med kits, as well as vehicles and Auraxium unlocks.

    Additionally:
    4 – Increased resource pool caps. As Auraxium is uncapped, this only affects Catalysts, Alloys and Polymers, it’s a 100% increase to those pool sizes. This allows you to spawn some additional vehicles, grenades and consumables if you have no resource income on the map before you’re tapped out.

    All of these benefits are intended to enhance the speed at which you can acquire things in the game. That’s it. They give a lot of convenience for the guy who either wants to unlock all the things immediately, or to the guy who has a few hours on the weekend to play but wants to be able to keep up with his lottery winning buddy who games 100 hours a week. What these benefits do not do is give the guy who spends money on this game some overwhelming advantage that a free player has no access to. Yes, members, players who purchase boosts, or directly purchase weapon side-grades from the store will be able to in many cases (although not all, since time played and skill still counts for a lot in cert and resource accumulation) unlock items or certifications faster than non-paying players. To us, the competition isn’t who unlocks all the weapons first, it’s who uses them most effectively, and that is entirely up to you.

    We think this plan is fair. We think this allows us to sell a membership that will really benefit Planetside 2 players without compromising the core goal of keeping the game legitimately competitive. As always, we look forward to hearing your thoughts.

    Thanks for reading!

    -
    mh



Title: Re: Planetside 2
Post by: Sky on September 18, 2012, 03:09:15 PM
4GB patch!?


Title: Re: Planetside 2
Post by: Nebu on September 18, 2012, 03:46:11 PM
4GB patch!?

Patching in the fun!  :why_so_serious:


Title: Re: Planetside 2
Post by: Malakili on September 18, 2012, 03:56:07 PM
Yeah, downloading that bad boy at the moment.


Title: Re: Planetside 2
Post by: Sky on September 18, 2012, 06:49:29 PM
Got in, couldn't find a place to get out of my infiltrator suit because there was nobody to snipe and cloak lasts like 4 seconds. Redeploy I guess means suicide, but at least I got into a heavy suit. Run around lost in a giant base not made for people to run around on apparently. By then the action died, saw a turret and jumped in because there was some air around, someone starts shooting the turret. It's a guy on foot but I'm too slow to target him so I jump out and I'm dead before I can turn around.

There's that. Should've known better than to try a shooter. I just don't get into them anymore and they're filled with people who do that just destroy people like me. $40 down the shitter.


Title: Re: Planetside 2
Post by: Malakili on September 18, 2012, 07:43:29 PM
Got in, couldn't find a place to get out of my infiltrator suit because there was nobody to snipe and cloak lasts like 4 seconds. Redeploy I guess means suicide, but at least I got into a heavy suit. Run around lost in a giant base not made for people to run around on apparently. By then the action died, saw a turret and jumped in because there was some air around, someone starts shooting the turret. It's a guy on foot but I'm too slow to target him so I jump out and I'm dead before I can turn around.

There's that. Should've known better than to try a shooter. I just don't get into them anymore and they're filled with people who do that just destroy people like me. $40 down the shitter.

Try to find team mates and stick with them.  You can't really be successful in this game running around by yourself.


Title: Re: Planetside 2
Post by: Falconeer on September 18, 2012, 11:36:23 PM
You can't really be successful in this game running around by yourself.

Oh no, someone can. It's just not me and you, Sky. Not anymore.


Title: Re: Planetside 2
Post by: Malakili on September 19, 2012, 04:26:29 AM
You can't really be successful in this game running around by yourself.

Oh no, someone can. It's just not me and you, Sky. Not anymore.

Ok, maybe someone can.   But the point is, its not really smart to be unsuccesful doing that and then claim the game just isn't for you.  It isn't best played that way, at the very least.


Title: Re: Planetside 2
Post by: Sky on September 19, 2012, 06:21:44 AM
I used to be quite effective as a combat engineer cloaky type sneak back in the day.

I think it's 50% skill atrophy (last serious shooting was BF2) and 50% lack of time to invest.

Also, the icons/names on the HUD need to scale. At 1080p on a tv it's lol.


Title: Re: Planetside 2
Post by: shiznitz on September 19, 2012, 06:22:15 AM
And you don't have to actually be in a squad.  Just be around other people. 


Title: Re: Planetside 2
Post by: Mrbloodworth on September 19, 2012, 06:47:18 AM
Quote
Character Wipe and Server Name Change 09.17.2012

In order to progress Beta testing, during our update later this week all character data including names will be wiped. Please keep in mind this will not be the final wipe in the testing process.

We also have exciting news! All available servers will be been given new names which will feel more appropriate for the PlanetSide universe. These names are temporary, and subject to change before launch.

Stay tuned for more information this week.


Quote
As mentioned earlier this week all Beta servers will be provided names after the next update. Below is a list of the servers that will be available:

US East:

Themisto
Leda
Himalia

US West:

Metis
Adrastea
Amalthea

EU:

Thyone
Herse
Chaldene


Different for the sake of different.


Title: Re: Planetside 2
Post by: Sky on September 19, 2012, 07:05:44 AM
And when I say skill atrophy, I'm projecting. I've played twice without actually shooting faces with guns. Maybe once I get up to speed on their bizarre UI, but it just seems weird to me. I don't foresee a time very soon where I'll have time to sit and surmount the initial learning curve.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 19, 2012, 07:08:31 AM
What are the issues you are having, other than shooting?

The main game UI is really rather standard. Not sure it could possibly be more standard really. The ESC menu stuff can be a bit confusing, they have a number of things that need quicker access that is somewhat buried IMO. Also, there are two areas to look at certs, yet only one where you can spend them. Not sure why.


Title: Re: Planetside 2
Post by: 01101010 on September 19, 2012, 07:11:06 AM
They bring back the Johari server on launch and I may have to play.


Title: Re: Planetside 2
Post by: WayAbvPar on September 19, 2012, 10:32:46 AM
Quote
US West:

Metis
Adrastea
Amalthea


WHY?? Why do they do this? Let's have two made up words approximately the same length, and both starting and ending with the same letter, and make them both server names. To make things even more exciting, we will have them serve the same region. Maximize the confusion and frustration- that will keep the money rolling in.



Title: Re: Planetside 2
Post by: Malakili on September 19, 2012, 10:40:48 AM
Quote
US West:

Metis
Adrastea
Amalthea


WHY?? Why do they do this? Let's have two made up words approximately the same length, and both starting and ending with the same letter, and make them both server names. To make things even more exciting, we will have them serve the same region. Maximize the confusion and frustration- that will keep the money rolling in.



I was just thinking this when I a gaming community I've been rolling with had a poll to choose the new one.  I was like, what the hell do these even mean - what is the difference, why is location no immediately obvious! 


Title: Re: Planetside 2
Post by: Mrbloodworth on September 20, 2012, 08:58:58 AM
Quote
Game Change Summary from 9/19 Live Stream
Figured I would throw this together for people to comment on the various changes they talked about in the live stream. These are notes I took during the stream and everything I list here was specifically mentioned in the stream.

New continent: Esamir! Icy waste.

Vehicles

    Upgrading tank armor across the board to take one more HA rocket without being killed. Includes Lightnings and faction-specific tanks. Rear armor is not upgraded.
    Sunderer will have 3 major deploy certs/options:
        Respawn Station: similar to current Galaxy
        Resupply Station: Aura that gives healing and ammo to nearby infantry
        Blockade Armor: Increases Sunderer health, and from a previous post by Smed, it will let the Sunderer breach enemy forcefields. Breaching won't make this round.
    M60 Mortar turret (unlocked weapon for Lib tailgun, Galaxy turret and Sunderer) is getting its projectile speed increased significantly.
    "Almost all" vehicle certs going in. Exceptions are "unique" vehicle certs that are more complicated.

Facilities

    Changing all Amp Stations to mimic the new Peris station. Notably:
        Spawn gen and main capture point have swapped positions. Spawn Gen is now the core of the base.
        You can also breach the main building by bringing down a single exterior generator, instead of all of them. Although you won't have full building access until they're all down.
    Changing Tech Plants to be less complex:
        Single capture point. The satellite capture points will be independently captured, similar to amp stations.
        Moving the spawn gen to an exterior building, but still shielded.
        Generally improve movement and travel in/around tech plants. No more "rat's nest" of weird corridors and complicated mid-deck.
    Facility Generators will be destroyed differently.
        No longer be destroyed with weapons fire.
        Attacks will interact with generator to set it to overload, and will have to defend the overloading generator until it blows.
        Any defenders who reach the generator can avert the overload.
    New animations with sound for capturing facilities.
    Infiltrators can "hack" facilities. They can take control of an enemy turret or terminal for their team. Can't be stealthed to do it.
    Warpgates are being changed to be more like a terminal at a bus station or airport. Should be easier to mobilize and less running teammates over.
    Walls are continuing to be added to bases.

Combat

    MAX units are being heavily changed:
        MAX units will have a cooldown and resource cost, similar to vehicles. Eventually Implants will be offered to reduce cooldown, similar to vehicles.
        MAX anti-vehicle weapons are being improved for TR and NC. VS is not being improved, so presumably the current VS effectiveness against vehicles is the goal for TR and NC.
        NC Scattercannon getting more ammo and more "pellets per shot" to make it competitive with Dual Cycler. Considering adding "spinup" time to Dual Cycler.
    VS sniper rifle is slowly being buffed.
    Inflitrator changes:
        Can hack (mentioned above)
        Getting motion-sensor IFF dart gun that will show enemies in a radius around it to their squad.
        Infiltrator will eventually get EMP and Jammer tools.
    Generally adding a lot more certs next week.
    New infantry weapons next week!
    Explanation of Carbines: NC tuned to be short range. TR long range. Sidegrades are going to be added for each faction to give different range and firing rate options. Bolt action sniper rifles going into each faction.
    Light Assault next week will get better escape/survival to fit into a squad skirmisher-type role.
    Specialty infantry weapons like MCG and Jackhammer will be added in about 2-3 weeks.
    Smoke grenades being improved.
    IRNV range being nerfed.

Systems

    Command certs being added.
        Can place various colored smoke markers (with flare at night) visible to your own faction.
        Can ping map for entire faction for attack requests, defense calls, etc.
    Medals are being added/improved. You get a medal for a weapon based on kills with a specific weapon. Awards Auraxium. Medals will be added for vehicles as well.
    Faction colors added to /yell
    Improved waypoints, added platoon waypoint.
    Improved indicators for squadmate vehicles.
    Track vehicles for an owner, even if they leave vehicles, and countdown for deconstruction for owned vehicles that are abandoned.
    Improved vehicle damage indicators.
    Added some canned voice call hotkeys.
    New HUD for Fighters and Flash.
    Improved UI for buying certs/weapons at any time.
    Outfit tags will show on players/kill cams




http://www.twitch.tv/las0m/b/332774696


Title: Re: Planetside 2
Post by: kildorn on September 20, 2012, 09:06:49 AM
Cool, will try again next week when the new weapons/certs are in for Infantry.


Title: Re: Planetside 2
Post by: Ratman_tf on September 23, 2012, 09:23:38 PM
I got a beta invite, and I'm afraid to click on any of the links!  :ye_gods:


Title: Re: Planetside 2
Post by: Mrbloodworth on September 24, 2012, 09:47:29 AM
Heads up, supposedly there are more keys going out.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 24, 2012, 11:00:24 AM
PlanetSide 2 Command Center -- Episode 5  (http://www.youtube.com/watch?v=IjoNnBJ2iZI&feature=player_embedded)


Title: Re: Planetside 2
Post by: HaemishM on September 24, 2012, 02:12:00 PM
Yep, there are more keys. I got one last night. Too bad I won't be able to get to it until Tuesday at the earliest other than to install it.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 25, 2012, 10:44:20 AM
Yep, there are more keys. I got one last night. Too bad I won't be able to get to it until Tuesday at the earliest other than to install it.

Humm. Starting to think when you get extra keys are based off of when you picked up alpha squad. Where did you get yours, a friend, a site or twitter or something?


Title: Re: Planetside 2
Post by: Falconeer on September 25, 2012, 11:17:05 AM
You just reminded me that I got my Alpha pack the day it was announced, and I still haven't received the friend invite. Bleh.


Title: Re: Planetside 2
Post by: HaemishM on September 25, 2012, 11:54:17 AM
I never bought the alpha pack. I just got the email out of the blue.

Played a little bit last night. It... needs work.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 26, 2012, 08:59:21 AM
Quote
Hey guys -

I wanted to address some common issues we're seeing on beta right now and some plans for solving them which you'll see in the next couple weeks.

Spawn Camping

Towers and certain large facilities have had big increase in the prevalence of spawn camping since the last patch. When a base is about to flip you'll see players spawn engineers and camp the tubes with turrets. To combat this we will be implementing pain fields (areas where enemy players take damage over time as long as they're standing in them) in certain spawn rooms.

Rockets and tank shells occasionally do no damage

Currently there is a bug where if you fire immediately after reloading the projectile will not do damage. This is most obvious when firing rocket launcher and tank shells. You can avoid this by waiting a moment after reloading before firing, but it will be resolved with this week's beta update. [Currently scheduled for Wednesday night/Thursday morning]

Population balancing

We've noticed the issues associated with population imbalances in the game. There are two primary things we're doing to address these issues in the near future:

1 - This week we'll be increasing the XP and Resource bonuses for under populated empires, as well as the threshold for when those bonuses are received.
2 - Next week we will be implementing zone and world level empire population caps. These will prevent a single over-populated empire from locking the other empires out of the zone / server.

We will continue to monitor the issues associated with population balance and reassess as more continents become available for play.

Default lack of anti-air

With the recent character wipe we've noticed players having a lot of trouble dealing with aircraft (especially liberators) from the ground. This week we'll be making Burster MAX weapons more readily available to new characters (this may just be a 1 Auraxium unlock for now, or it may just show up automatically on your character, we're still figuring it out), and eventually we'll be adding more anti-air weaponry for Engineers.

Platoon and squad issues

Platoons and squad leaders have expressed several communication and coordination related issues, largely having to do with being able to see all platoon members on the map, being able to see platoon and squad vehicles on the map. We're working on fixing these issues as quickly as possible and you should start seeing improvements this week, with a lot more coming next week.

My guns suck now! Boo! Hiss!

We've seen a lot of threads about various weapon balance changes and the feeling that "_____ faction's weapons have been nerfed, I can't hit anything now". Looking through our data we can see that overall weapon accuracy has gone down a few percentage points in the last week, but not significantly and not for any one faction more than any other. Here is some aggregate accuracy data for each of the main infantry weapons gathered since the most recent patch vs pre-patch:

Pre-patch accuracy:

NC Assault Rifle: 34.0542%
TR Assault Rifle: 33.0161%
VS Assault Rifle: 33.2806%

NC Carbine: 33.3055%
TR Carbine: 32.4743%
VS Carbine: 33.6675%

NC LMG: 28.3856%
TR LMG: 27.7163%
VS LMG: 27.8617%

Post-patch accuracy:

NC Assault Rifle: 29.9629%
TR Assault Rifle: 29.2134%
VS Assault Rifle: 29.4579%

NC Carbine: 30.6946%
TR Carbine: 29.4575%
VS Carbine: 29.8943%

NC LMG: 24.0507%
TR LMG: 24.6082%
VS LMG: 24.8786%

This shows a drop across the board of about 3-4.5% accuracy on each weapon with the addition of the new recoil mechanics. This is pretty much as expected and isn't impacting any particular empire more than the others. The average difference in accuracy across each empire are as follows:

NC: -3.7614%
TR: -3.8115%
VS: -3.9724%

NOTE: This loss in accuracy hurts the NC the most, since they're generally speaking the most punch per bullet, but the effects should be mostly negligible.

As always, thanks for continuing to beta test, your feedback and bug reports are definitely helping us to make this game great. Until next time!

-
mh

Higby, Yesterday at 10:04 PM


Quote
AlenL IronBear

We were able to resolve the issue preventing new lighting data from going live. Sometime next week (barring an earthquake, war, act of god or TR warpgate rave) the new light data should go live. You will notice a significant improvement to how bright interiors are. What I'll be keeping an eye out for is any rooms out in the vast world we might have missed, or intense areas of combat in bases that feel lacking in illumination.

So sometime late next week, not today, keep an eye out for the changes and gimme bugs to squash. :D
Thanks guys/gals/smurfs/elmos!


Title: Re: Planetside 2
Post by: Goumindong on September 26, 2012, 09:13:57 AM
Higby is wrong. The accuracy reduction hurts the TR[or VS] the most, since they're generally the least accurate[or had the largest aggregate reduction].

The difference between 97% and 100% is a very small reduction in DPS, the difference between 0% and 3% is a huge reduction in DPS


Title: Re: Planetside 2
Post by: Mrbloodworth on September 26, 2012, 09:22:36 AM
I honestly did not notice any change personally. Everyone I shoot dies.


Title: Re: Planetside 2
Post by: 01101010 on September 26, 2012, 12:49:05 PM
Oh goody... pain fields to deter spawn camping.  How's that work with a medic?


Title: Re: Planetside 2
Post by: Mrbloodworth on September 26, 2012, 12:55:08 PM
Pain Fields are another one of those things they resisted, that were in PS1 for a reason.


Title: Re: Planetside 2
Post by: 01101010 on September 26, 2012, 01:08:59 PM
Pain Fields are another one of those things they resisted, that were in PS1 for a reason.

Well of course... I think me and my buddy were part of the reason for the pain field considering it was part of the AA Alliance's base routine to duck into the spawn room and hack out pounders (when they were still AI) while on top of the terms. Good times when all the sudden there is a MAX on the term that popped out of nowhere. Of course, after the pain field came in we did the same thing but loaded out with more med packs till the tubes dropped.


Title: Re: Planetside 2
Post by: NiX on September 26, 2012, 07:10:35 PM
Does anyone happen to have an extra key? It sounds interesting enough to want to try it and I missed out on the PS1 hayday.


Title: Re: Planetside 2
Post by: Mrbloodworth on September 28, 2012, 08:25:12 AM
Game Update Notes 09.28.2012

Quote
The Beta client has been updated and players may notice the following changes when they log in:


As always we continue to make a number of gameplay and technical optimizations to improve your overall experience.

Notable Bugs:


SCU and Shield Generators should once again be repairable in all situations. We've narrowed down the issue and determined you were doing it wrong. Righty tighty this time.

All Liberator Gun certifications (rear Gun) are now equitable. This does not remove the fact that there is nothing but a piece of plexiglass and the projectiles flying at you in the rear turret.

There was an issue with firing explosive weapons immediately after reloading not causing damage. We've swapped out those training rounds so sorry about that!


Weapons:

We have good news! The suppressors are now working! We also have bad news! The suppressors are now working so you'll see a reduction of velocity and damage over distance. You always have the alternative option to cough really loudly when you take a shot.

We've pasted plastic fins on the standard Heavy Assault rocket launcher rockets, so now they accelerate slightly faster.

Apparently folks using the New Conglomerate scattercannon weren't loading it completely for some reason. We put in a few more rounds so get back to killing.

The Pitcher Certification is now available meaning you can throw grenades even faster. Maintenance has requested you stop practicing with rocks in the spawn rooms. This is why we can't have nice things.

Flash Grenades are now available for the Light Assault. We are mostly certain the blindness from these weapons is only temporary, but you might want to close your eyes before throwing them just to be safe.

Concussion Grenades are also now available for certification. These temporarily disable targets within the blast radius. It may or may not also be the source of gamma radiation mutation so let us know if anything starts to swell or grow.

New Conglomerate weapons are now slightly more accurate. We're hoping this stops them from going "Pew pew pew!" during combat.

The range on the IRNV scope has been reduced. You weren't really seeing that far and we think you were exposed to something. Either way just take 2 of these and hope for the best.


Classes:

Terminal Hacking Certifications will now reflect new hack times. The first of these certifications will ensure the Infiltrator stops using their field knife in the process. Dings up the keypad something fierce.

Infiltrators now have a reconnaissance tool. It's so classified we aren't really sure what it does but it's better than the camo face paint we were issuing so enjoy!

Nano-Armor cloak is now 25% damage resistant at ranks 1-4 and 30% at rank 5. Please keep in mind there is still 70% of that tank round that can remove your spleen. Don't worry though, we can replace it. These things grow on trees. Literally. Spleen tree. Tell your friends.

A certification for Ammunition has been added to suits so stuff a few more magazines in your pants.

The Burster is now available on the right arm by default on a MAX unit. Thanks to an error in purchasing we have gillions laying around. Seriously we really need you to take one.


Vehicles:


Light Aircraft like the Mosquito, Reaver, or Scythe now start with an External Fuel Tank in the secondary slot to increase afterburner fuel capacity. While some of you may be dismayed at flying around with a container full of explosive material, keep in mind you are statistically more likely to crash into a canyon wall. The explosion just helps us find what's left of you.

Flare certifications are now available to reduce the cooldown. Flares should not be used for cooking. Gives the food a funny taste.

The ammunition capacity on the C150 Dalton has been slightly reduced. Truth is, we lost the bigger magazines. You'd think that being bigger, they'd be easy to find, but nope. They're gone.

The Lightning Skyguard weapon has had the magazine and ammunition capacity slightly reduced. We thought about not telling you and just painting a smiley face on each one, but some of you are still touchy from the peace sign on the Liberator.

The Liberator has an afterburner now. We had to remove a few safety features like seat belts and bullet proof glass to make room, but function over form people. Function over form.


World:

We called in an interior designer for recommendations on the Allatum Bio Lab. After recommending new drapes, colors for the spawn tubes, and a feng-shui setup we decided to throw them out of a Galaxy. Instead we've changed the capture mechanics of the satellite outposts which are now forward spawns similar to Zurvan.

Quote
Hey all -

As some of you have fondly noted, the cost for certain certs in the game are a bit out of whack right now. We're in the middle of a big certification rebalance which will be up on beta with next week's push. This will affect cert prices as well as cert point accumulation rates.

With tonight's patch we will be re-enabling passive cert point gain and for the next week we will be cranking the rate of the gain up quite a bit. We're doing this so that we can test a lot of the higher level certs which are impossible to acquire right now with the current costs and cert point acquisition rates. I want to be clear that this weeks passive cert point rate is ABSOLUTELY NOT indicative of our final rate, it's juiced way up.

Now for the painful part - with next week's patch and certification point rebalance we will be doing a character wipe. Next week's patch is going to be really exciting, we'll be adding Esamir to the game as well as ungating almost all of the remaining certs and solidifying cert point costs across the board. So this week, enjoy the fast cert point gain, try out lots of certs and let us know what works well, what works too well, and what doesn't work at all.

Looking forward to seeing your feedback and finally getting that Nanoweave armor...

-
mh


Title: Re: Planetside 2
Post by: shiznitz on September 28, 2012, 11:28:59 AM
I have played less than one hour since I bought Alpha. Grr.  No time.


Title: Re: Planetside 2
Post by: 01101010 on September 28, 2012, 11:46:00 AM
As much as I dislike Higby, I do like the style of his notes as I do the same type of style in my emails to my team.


Title: Re: Planetside 2
Post by: satael on September 29, 2012, 02:37:59 AM
Can anyone say if it's worth buying the alpha squad? (still no luck getting into the beta  :sad:)


Title: Re: Planetside 2
Post by: shiznitz on September 29, 2012, 09:37:52 AM
The Alpha squad does nothing special in the beta except get you in.  Its benefits after that kick in after launch.  You have to decide for yourself.  A few of us thought it looked worthwhile.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 01, 2012, 12:05:12 PM
/rant

Quote from: Luperza, post: 350599, member: 698
It's because I dropped out of a Galaxy. Galaxy allow you to hot drop without taking damage. :) (Although it is still buggy and sometimes kills you... Lol)

You see that right there? YOU SEE THAT. This is a responce by a devloper to a user who was CONFUSED YOU COULD JUMP OUT OF A GAL WITH NO DAMAGE. Let me restate this. A user did not know what a DROP SHIP was for.

One of the most Iconic features of any game with the name Planetside, marginalized by the G-AMS ( Galixey AMS ).

(http://media.tumblr.com/tumblr_mamhf38MLW1qfjga9.gif)

/endrant


Title: Re: Planetside 2
Post by: Falconeer on October 01, 2012, 04:50:19 PM
Am I the only one who hates the feedback for your own death? "Wtf?! ...oh, I died." All the time.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 02, 2012, 07:13:23 AM
Quote
As you may have read in Matt's post last week, the next update will wipe all character information help us further our testing process. We hope you've enjoyed this week's quick cert gains.

The exciting part of this is the Esamir continent many of you have been waiting for will be available! Pack your thermals, because you'll need them!

Finally, in order to help balance our testing load, we are reducing the number of available servers. We'll provide more details as we get closer to the update.

-RadarX


Title: Re: Planetside 2
Post by: Speedy Cerviche on October 02, 2012, 07:34:12 AM
Been playing this for about a week... Don't you guys think it's kinda slow to gain auraxium? Played somewhere between 5-10 hours and only got about 1000 and it costs like 6000-12000 to buy some different guns, and it's not like they are really upgrades either in most cases.

Also the bonuses for playing a faction that's getting beat down nowhere near good enough. A few nights ago I was playing Vanu and we were basically pushed back to warpgate by well organized platoons of both TR and NC while they didn't seem to be fighting each other at all. When I logged out I saw Vanu population was down to 17% but I was only getting 6% resource/exp bonus. Should be like 50% when things get that bad.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 02, 2012, 07:43:00 AM
Its slow without boosts, but holding bases is not the only way to get it.  (http://wiki.planetside-universe.com/ps/Auraxium)  Considering this IS the currency of the game, and you can side step its need with Station cash, its not out of character for a free to play game. The new membership plan is also great, just for this reason.

Quote
   

    Hey all -

    A couple weeks ago we posted a thread with some of our thoughts on where we wanted to take the Planetside 2 membership. We received a lot of well thought out feedback and ideas from you guys and have made some adjustments to our membership offering based on it. Here are our revised and final membership benefits:

        25-50% increased resource gain.
        25-50% increased XP gain.
        25-50% increased passive cert point gain.
            Note: Each of the above start at 25% and increase by 5% per month of sustained membership up to a total bonus of 50% each at 6+ months membership.
        Priority login queue
        Early Access to new cosmetic items on the store
        500 StationCash each month

    Price will be 14.99 / month

    A couple notes on this revised plan:

        You'll notice that we've removed the previous membership benefit of "increased resource pool caps", this was as a direct result to community feedback. We thought about this a lot and decided it did give a potential gameplay advantage to members. We removed this benefit and added 500 SC to the membership offering to compensate for the removal.
        Several of the benefits have an increasing value the longer you maintain your membership. If you buy a multi-month sku you will be automatically elevated to the bonus value for the last month of that sku, so if you bought a 6-month membership sku you would immediately receive the 50% increased cert gain. If your membership lapses you will have 30 days to reestablish your membership to retain the increased bonus amounts.

    We're excited about this plan and at having been able to incorporate your feedback into it. As always, thank youfor your feedback and continued support!

    -
    mh



Title: Re: Planetside 2
Post by: Mrbloodworth on October 04, 2012, 07:52:43 AM
Planetside 2: Beta patch preview gameplay (http://www.twitch.tv/las0m/b/334355361)

Quote
Notes

    Only launching 1 US server and 1 EU server at first to load test the servers as much as possible. Pop caps will be expanded to 650 people per continent, per empire.
    You will ONLY gain passive resources on the continent you are currently fighting on (e.g. if you are fighting on Esamir and have 0 auraxium bases, you'll get 0 aurax even if you hold all the bases on Indar)
    Snow will be used to make the terrain around bases more 'dynamic' (you can walk up onto some roof tops, etc)
    There will be some tunnels into bases
    Because it's so far North, the sun never really sets on Esamir
    You'll access Esamir through a terminal in the warpgate, and will appear in an identical warpgate on Esamir (no flying gals through the warp gate)
    They are adding 2 new LMGs, 2 new assault rifles, 2 new carbines, and 2 new sniper rifles for each empire (proper sidegrades)
    The passive cert gain rate will be 8 certs per 24 hours
    New generator destruction mechanics, base shields will now be clearer when they require two generators to be destroyed to bring them down
    Spawning on Galaxy is still removed


Some images:

EDIT: Also, Char wipe and patch tonight.


Title: Re: Planetside 2
Post by: Goumindong on October 05, 2012, 04:11:08 PM
You will ONLY gain passive resources on the continent you are currently fighting on (e.g. if you are fighting on Esamir and have 0 auraxium bases, you'll get 0 aurax even if you hold all the bases on Indar)

[/quote]

Just what this game needs, a mechanic that incents players to not fight in continents they don't hold, but instead, to go to continents they have massive advantages in...


Title: Re: Planetside 2
Post by: Mac on October 06, 2012, 12:56:00 PM
So just now VS and NC locked a continent each, while TR was contained in their warpgates.

Servers down to fix the population imbalance. Not really sure what the problem was.


Title: Re: Planetside 2
Post by: satael on October 06, 2012, 09:54:33 PM
Quote
As an extra bonus and thank you for being a loyal beta player,here is a buddy key to aid in your outift recruitment!

Thanks alot SOE for the buddy key but it would have been nicer if I had actually been in beta (now I used my "buddy key" for being a loyal beta player to get myself into the beta)  :ye_gods:


Title: Re: Planetside 2
Post by: Trippy on October 06, 2012, 10:12:48 PM
So just now VS and NC locked a continent each, while TR was contained in their warpgates.

Servers down to fix the population imbalance. Not really sure what the problem was.
Someday they'll remember that PS1 changed it so the pop cap was split among the 3 factions.


Title: Re: Planetside 2
Post by: Mac on October 07, 2012, 09:47:06 AM
Someday they'll remember that PS1 changed it so the pop cap was split among the 3 factions.


I read later that it was a bug and the servers weren't actually full. After servers came back up, it was better and I could get back to being run over by own faction again.

New continent was cool though, although the fog can be annoying.


Title: Re: Planetside 2
Post by: Venkman on October 08, 2012, 02:59:19 PM
Quote
As an extra bonus and thank you for being a loyal beta player,here is a buddy key to aid in your outift recruitment!

Thanks alot SOE for the buddy key but it would have been nicer if I had actually been in beta (now I used my "buddy key" for being a loyal beta player to get myself into the beta)  :ye_gods:

You may actually have a beta account. Similar thing happened to me and Customer Service cleared it up. Check your PM :-)

Been playing a couple of days. Still amazes me that in ten years no other company has tried to make a game like this. This feels like Planetside, that's for sure.


Title: Re: Planetside 2
Post by: Venkman on October 08, 2012, 05:09:53 PM
Question: is there a battlle room/area/instance where you can mess with gear loadouts and weapons like in PS1?


Title: Re: Planetside 2
Post by: Cadaverine on October 08, 2012, 06:05:41 PM
Question: is there a battlle room/area/instance where you can mess with gear loadouts and weapons like in PS1?

Not that I have found.   I had to find out how bad I suck at this game the hard way.


Title: Re: Planetside 2
Post by: Venkman on October 08, 2012, 07:20:02 PM
Bleh. Yea, I'm pretty terrible still, especially with flying. Which sucks, because I used to be awesome in a Reaver.


Title: Re: Planetside 2
Post by: Surlyboi on October 08, 2012, 10:20:03 PM
They've changed a lot of the flying physics, as I find I really suck at flying now too.

Then again, I'm not using my old joystick/throttle setup anymore either, but it wasn't that hard to fly without that stuff in PS1.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 09, 2012, 07:33:41 AM
The New flight model compared to PS1 is very different. But I also like it a lot. Once you get used to it, its rather powerful, but also stopped a common issue with PS1, just being a floating gun. Now, you have to be strafing, or really good at managing your altitude to camp a door.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 09, 2012, 07:51:52 AM
PS2 Esamir Reveal (http://www.youtube.com/watch?v=_bYI4GPGUyY&feature=youtu.be)


Quote
Hey everyone!

I'm glad you guys are enjoying the new continent and I wanted to take a minute to tell you about the most recent update with the Biolab. I've heard the many outcries of the invulnerable impenetrable spawn room the defenders have in the vehicle bay of the Biolab with the S-AMS, and I've made a change. The Biolabs now have a Shield Generator in the dome, this shield generator drops the vehicle bay shields AND now the new SCU Shields that protect it (SCU is in the same spot it just has shields in the two openings). The defenders will still be able to put a S-AMS in the vehicle bay but now the attackers will have a way of dealing with it by destroying the shield generator and clearing out the bay.

I also wanted to take this time to remind all of the new beta players that there are many ways of infiltrating the Biolab. A lot of you seem to think that the only way to get inside is through the wings on the sides of the Biolab but this is not true. Each Biolab also has anywhere from 1-3 satellites depending on the layout of the lab (EX: Saurva has 1, Rashnu has 3) that each have a teleporter which will let you teleport straight into the Biolab dome. In addition to the teleporters, each satellite should also have at least 1 jump pad that vaults you up to the wings. If you are having problems getting into the Biolab via the sides, I highly recommended using the teleporters since this was the intended design of the lab, the wings were supposed to be an alternate way to infiltrate the lab via jump pad, hot drops, or G-AMS.

If you are part of a coordinated squad you should try this sometime

    Secure a satellite outpost of a Biolab
    Get your squad to teleport into the protected teleporter room inside the dome via the satellite teleporter
    Assault a capture point inside the dome, or the shield gen or SCU

Now I realize that most squad tactics are nullified if a zerg (300+ enemies) is at a facility, but even with a zerg I've been able to highly alternate the battle with a coordinated group of people utilizing the above tactics.

Remember the key to taking down the Biolab is to spread out your opponents. If they only have to worry about the bulk of players coming from the wing openings on the sides then it is easier to defend. If they have to also worry about 3 other rooms each with 2 doors (a potential of 6 more entrances) this is a lot harder to defend.
I hope the new changes help alleviate some of the pain of the recent Biolab fights and I look forward to hearing more feedback about the changes. Thanks again all for being great sports and giving all of the constructive feedback. Hope to see you on the battlefield.
arclegger

Update: I've fixed a lot of the teleporter bugs on Esamir and Biolab bugs in general at these Esamir bases. All of the above info should hit beta on the next update (Hopefully Thursday).


Title: Re: Planetside 2
Post by: Venkman on October 09, 2012, 04:15:38 PM
They've changed a lot of the flying physics, as I find I really suck at flying now too.

Then again, I'm not using my old joystick/throttle setup anymore either, but it wasn't that hard to fly without that stuff in PS1.

Yea, in PS1 I had a (even by then) old MS Sidewinder which worked ok, but I recall keyboard/mouse working fine. BW's context is helpful now though. I couldn't figure out why I wasn't getting the same effect as muscle memory was telling me  :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on October 12, 2012, 08:16:40 AM
Quote
Hey all -

As usual the team has been reading and discussing the feedback from our beta community. This has been a big week with the addition of Esamir (those of you who are NC have had a chance to really check it out!) and the introduction of such a large game changing element has definitely introduced some issues we wanted to discuss.

First up, some Esamir problems.

We've seen a lot of repeat feedback about Indar and the number of regions contributing to splintered front lines and not encouraging enough big fights. With Esamir we hoped to see what effect a continent with fewer regions would have on those types of fights. We definitely are seeing much larger engagements on Esamir when it's active, the number of players participating in the average fight is significantly higher than on Indar. This comes with a side-effect however, in that it is that much easier to secure the continent against an empire coming in and attacking, with fewer defensive requirements, finding a hole can be a lot harder. This is obviously exacerbated currently in game by population imbalance (which is another issue further down, don't worry) which is the larger issue. We've known all along that the larger distances would encourage more tank fights, and we're definitely seeing that. whether or not that's a positive or a negative depends on how much you like tanks, but most of the issues with infantry ineffectiveness vs. tanks are solved over time as more potent AV weapons are unlocked, so the fact that they're a bit over-abundant on Esamir currently isn't very surprising considering we just had a character wipe. Bug-wise, there are some issues with teleporter and jump pads being missing, some floating objects, etc., most of those will be resolved in the next update, and yes, we will be reducing the fog density. Overall we're pretty happy with how Esamir is playing once populations are even and fights are actually occurring. If you've had a chance to play on Esamir when it's more colorful than just pure blue, what do you think of the gameplay there?

Passive Auraxium and it's effect on the metagame.

Earning Auraxium passively based on territory control is causing a lot of issues with the meta-game. It's contributing to players 'squatting' on a continent when there's no active fight there, and it's rewarding people for doing nothing useful or fun. In the next update we'll be moving Auraxium gain over to an active reward for earning xp. You will no longer earn Auraxium passively for holding facilities on the map. There are a lot of support actions (spotting, squad revives, transport, logistics) which don't have all their experience rewards, but our goal is to reward with xp for all useful actions in the game, and therefore you'll also now be earning Auraxium that way as well. This should help a lot with the issues of people squatting on continents, and also make it so that empires with no presence on a continent are not actively discouraged from going to fight there because they're giving up the passive Auraxium gain on the continent they did hold territory on.

Converting weapon unlock to Certifications

One idea that's been talked about quite a bit is removing the concept of Auraxium entirely and making weapon unlocks use certification points. This would simplify character advancement to using one shared resource: Cert Points. This is something we're still in the discussion phase of, but we wanted to put it out there for you all to get a chance to comment on. From our perspective this makes a lot of sense for several reasons; it simplifies the UI, makes the game easier to understand for new players, and gives you meaningful trade offs ("should I spend my cert points on new jumpjets, a new sniper rifle scope or a new assault rifle?"). Obviously pricing for certs would need to be adjusted along with this change, the goal would be to make weapon unlocks take about the same amount of time using certs as they take right now for an average player earning an average amount of Auraxium. Weapon attachments and class abilities would be rebalanced along with this as well. Again, this isn't a set course of action, but a possibility that we're discussing and we wanted to hear what the beta community thinks of the change. Give us some feedback on this please.

Cert point balance is broken (primarily for weapon attachments)

We've got some bad cert prices up right now specifically for weapon attachments. Many of the attachments are priced in odd and unintuitive ways. We're going through these now and setting better prices. What you'll see with this change is something along the lines of this for a theoretical weapon's optic attachments:

Reflex Sight - Cost: 6 cert points - Requirement: None
3.4x Scope - Cost: 12 cert points - Requirement: 6 cert points spent on optics
4x Scope - Cost: 12 cert points - Requirement: 6 cert points spent on optics
4x laser Scope - Cost: 12 cert points - Requirement: 6 cert points spent on optics
7x Scope - Cost: 12 cert points - Requirement: 6 cert points spent on optics
IRNV Scope - Cost: 24 cert points - Requirement: 30 cert points spent on optics



This will give us a 'progression' of sorts in the cert trees. You'll notice that with the sidegrades one of the differentiating factors is access to attachments. Our goal with this is to help define the role of the weapon by the attachments it has access to; long range assault rifle? Gets access to more long range scopes, high velocity ammo, firemodes like single shot and burst fire. CQC assault rifle? Gets access to more close range scopes, suppressor, laser dot, and soft point ammo. This won't be quite as restrictive as this, since we still want weapons to have plenty of customization for YOUR style, and many weapons will be 'generalist' with a wide range of attachment options, but using attachments to help our specialist weapons be specialized is one of our goals for sidegrades.
I know this doesn't come close to addressing every issue that's been brought up, but we're working our butts off to tackle them as quickly as we can. As always, thanks for your continued feedback, bug reports and discussion - we couldn't do it without you guys.
Until next time!
-
mh


Title: Re: Planetside 2
Post by: Falconeer on October 13, 2012, 12:34:53 AM
I gotta say, these updates are really good. I'm impressed by the frequency, consistency, and apparent ability to actually see what's working and what is not.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 14, 2012, 08:42:00 AM
Quote
The servers have been updated so here is a little information about changes you may notice.

Underslung Weapons Available

Need a little extra punch? Strap one of our new under slung weapons to a Carbine or grab a Shotgun when you breach your next base. Whether it's a high explosive grenade or devastating shotgun round, you'll clear a room with ease. Certify for using these weapons today

Empire Heavy Weapons

Every soldier knows a successful engagement requires significant amounts of firepower. Prove yours is bigger and show up with a Jackhammer or Lasher to turn the tide of battle. Check out the Store and earn yours today.

Notable Changes:

    Certification just got easier (lower) on a number of weapon attachments.
    Population bonuses now display appropriately. We just wanted to remind you how outnumbered you were.
    Vehicles now pass through shields without any graphical anomalies. And by anomalies we mean randomly vaporizing personnel traveling through it. So no more hosing that smell out your Sunderer!


World:

    Generator destruction effects and voice over are now available.


Weapons and Certifications:

    Shotguns are now available for purchase. We'd like to remind you these are not for "hunting game' in the Warpgate.
    Underslung grenade launchers and shotguns are available for compatible weaponry. The keyword here is compatible so please stop duct taping things to light machine guns.
    Heavy weaponry such as the Jackhammer, Lasher, and MCG are now available. We aren't sure why you'd carry anything smaller than these but hey, we don't judge size.


Vehicles:

    The Lightning, Vanguard, and Prowler now have certifications for Tank Rotation and Braking Force. However, these will not prevent you from being "that guy" in the armor convoy.
    Vehicles now have a critical damage state. This means they are on fire. Beyond the fact you are basically roasting in a mobile easybake oven, it's going to affect their performance.
    Good news! Fire suppression system certifications have been added to repair critically damaged vehicles. We advise not breathing in the fumes from these systems. Look we can't safety test everything.
    Aircraft have had their health increased to compensate for critical damage. Stil keep in mind this just means you are roasting in a fast moving easybake oven.
    Composite Armor for aircraft now also reduces Flak damage and is now 4 ranks. We still don't advise playing chicken by hovering in front of a Burster armed MAX unit.
    Tanks now have access to Proximity Radar certifications. A reminder if they can see you, they can run you over. Pedistrians do not have the right of way.
    The Liberator is now much more resistant to Flak and slightly more resistant to antiaircraft fire. Paint, better armor, silly putty on the wings. We've just stopped guessing how it's being improved.


The following weapons have had some tuning adjustments.

    P525 Marauder
    G30 Vulcan
    Enforcer C85 Modified
    Light Aircraft Rotary cannons
    Light Aircraft special weapons


Resources:

    Resources have been renamed to be more intuitive.
    Auraxium is now only rewarded to active players. This means you can probably stop killing people idling in the Warpgate. Probably.


Social:

    Outfit tags are now displayed on player names. You can now get out there and embarrass your Outfit at will.


Performance:

    We continue to make performance optimizations to improve your gameplay experience.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 15, 2012, 07:50:03 AM
Quote
A hotfix as been applied to the server and players may notice the following changes:

    Player and vehicle abilities getting stuck or not working after certain actions has been fixed.
    Auraxium rewards have been increased when gaining experience.
    Experience for capturing facilities has been fixed.
    Pain fields in spawn areas have been disabled temporarily.
    The fog on Esamir has been reduced.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 16, 2012, 07:58:22 AM
Quote
Hello Everyone,

Quick update about some important things.

First off, we expect to be streaming the game live from SOE Live's keynote at 7pm this Thursday October 18th (Pacific). During this keynote we're going to be showing off the 3rd continent Amerish as well as talking about our longer term plans for the game post launch. In addition to all that you can expect us to formally announce the release date (we've always said it will launch in 2012). We've chosen a date we feel gives us a great launch and the opportunity to improve the game to launch standards. We have a lot of stuff in the works that you haven't seen yet but will soon.

Announcing a release date during a beta is always complicated. I don't want anyone to think for a second we aren't aware of the issues with the game. We're very aware because not only do we play it, we take the time to read your feedback and do our best to respond to it and prioritize. We've already had more people playing in the beta than ever played Planetside 1 and we haven't remotely let everyone who applied in yet. I just want to make sure everyone understands we are listening to a broad cross section of people who played PS1 and a lot of others who didn't.

Towards that end I want to give you the top issues we're working hard on. We have a team of over 100 working on this night and day (literally) and just because I list the top issues doesn't mean we aren't working on a ton of other stuff too.

Here are the big ticket things we're working on

1. Performance - this is #1 with a bullet. We have major improvements coming in the upcoming patches. We're aware it's not perfect. As it stands now we know the game needs improving in all areas. We are currently CPU bound which means it's more important what kind of CPU you have versus what kind of graphics card. As I said we have major improvements coming. This isn't magic. It's hard work. Planetside 2 is always going to have a higher end requirement than other similar games because of the scale of fights we have.

2. Metagame - right behind performance is the metagame. We have large plans for this that I think are going to make everyone happy. They all revolve around a 3 continent launch. Yes.. we will launch with all 3 we promised. I'm not going to go into detail on this because we have a big meeting to finalize it all tomorrow and Matt Higby is going to announce the specifics. Please understand this game has a lot of Planetside heritage and a lot of what we're aiming for has this in mind. Also keep in mind this will involve stuff like base benefits and what happens when people "lock down" continents.

3. Weapon balance - still a ways to go on this. We have some really good data on this now and we're zeroing in on making this feel right.

4. Remaining certs - within 2 weeks we expect them all to be in and done. Please note this also includes properly setting the costs. We know there are some bad and unreasonable costs out there. They are being fixed.

5. Changing over weapon sales to cert points - this will also mean the end of Auraxium as a resource. After listening to the feedback in the thread we feel like this is the way to go. Keep in mind when we do this (with this next patch) we will be DRAMATICALLY INCREASING THE SPEED AT WHICH YOU GAIN CERTS. Something like 4X. Again folks, we play the game on non-admin accounts. We see the data. We see the issues. We're fixing them.

6. New player into the action fast - we have a nice mini-tutorial coming that will get a newbie in very quickly.

7. Instant Action mode working properly - It's busted. we get it. It will be fixed.

These are only a very small portion of major changes coming to the game. Since we're going to be announcing the date soon I feel like it's super important that you all understand how serious we are about incorporating your feedback and also how serious we are about launching Planetside 2 as our cleanest launch ever.

As always your feedback is appreciated.

I hope you'll watch the livestream on twitch or the VOD's we'll put up if you can't.

Take Care and look out for Matt's Metagame post probably tmw.

Smed


Title: Re: Planetside 2
Post by: Mrbloodworth on October 16, 2012, 08:02:54 AM
Oh, Want to post this, because its just cool. Make sure to hit HD.

We're at War - Planetside 2 Machinima (http://www.youtube.com/watch?feature=player_embedded&v=RPuY2hvYjnw)


Title: Re: Planetside 2
Post by: 01101010 on October 16, 2012, 09:13:40 AM
Quote
Hello Everyone,

5. Changing over weapon sales to cert points - this will also mean the end of Auraxium as a resource. After listening to the feedback in the thread we feel like this is the way to go. Keep in mind when we do this (with this next patch) we will be DRAMATICALLY INCREASING THE SPEED AT WHICH YOU GAIN CERTS. Something like 4X. Again folks, we play the game on non-admin accounts. We see the data. We see the issues. We're fixing them.

Smed

What does this mean from you people playing?


Title: Re: Planetside 2
Post by: Mrbloodworth on October 16, 2012, 10:09:44 AM
Auraxium  was a passive resource used to unlock new weapons and equipment. It was one of the 5 items in the game you could gain. Three being resources you used to pull Vehicles from terminals, one, Auraxium  used for unlocks ( Variations, and new weapons for the player or Vehicles ), and Certs used to unlock attachments or tweaks to equipment and vehicles ( IE: Add a scope, or armor plating to a tank, or increase its top end turn rate ) Recently Auraxium  was turned into a different gain system. Active, as opposed to passive, it was awarded with any action that would also grant XP.

So, to answer your question, Auraxium   has become redundant with that last change, and in the need for simplification, Certs will be used to Unlock new gun variants or Vehicle weapon attachments.

Net change: One less "currency", everything in game is now earned Activity ( Meta game, and individual ). With Exception of offline Training ( that is something like 8 certs per 24 hours offline or something ). ZERO reason to AFK in the Warpgate.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 17, 2012, 10:59:58 AM
Quote
Hey all -

One of the issues that's been consistently brought up by our beta players is "where's the metagame!?". Good question!

We've been looking very closely at what Planetside 2 needs to have a solid metagame that we can continue to grow from and enhance for years. A lot of your feedback as well as our own observations of how the gameplay of Planetside 2 has evolved is directly shaping where were going with the metagame systems, and a lot of these decisions have required us understanding how the game will play with thousands of players actively fighting, what will motivate them? what will encourage better fights? It's hard to design these types of systems without knowing what gameplay 'needs' must be filled, so a lot of these systems simply weren't possible for us to fully design until we had a few months of beta testing to learn the answers. The improvements we're working towards are across several systems and different scales, but they're all designed to provide a more meaningful, rich, and understandable metagame experience. These changes are going to be coming over the next few weeks, they won't all come at once, but they're all on the way.


Spawning Mechanics and Squad Cohesion

Planetside 2 is a team game, it is simply more fun to play when you're in a cohesive group, communicating and working together with your allies. We want to make sticking with your squad the 'path of least resistance' for respawning into the game. To do that we're adding some mechanics and modifying others.

    Spawn beacons will no longer cost resources or use up a tool slot
    Squad leaders who are actively leading a squad and have unlocked the beacon cert will be able to place a beacon on a timer
    The nearest "hard spawn point" to your squad leader will be available to all squad mates to spawn at regardless of their location on the map
    Squad vehicles like Sunderers will be available to be spawned at regardless of distance
    Players will be able to "Instant Action" to their squad leader as long as the instant action timer is available.

We're also going to make Sunderers available at more outposts so that a push isn't halted by lack of spawn logistics if your sunderer gets destroyed during the course of capturing an outpost. Along with this we will be putting in radius checks for deploying Sunderers in proximity to others. We want players to be able to get access to spawning logistics when they need them, but not have those spawning logistics be so spamable that bringing 20 Sundys to each fight is the guaranteed path to success.


Base Capture mechanics and communication

Since the start of beta we've been continually iterating and refining on base capture mechanics. Our next round of iterations is going to simplify some of the base capture routine by removing the ticket system. Currently to capture a base you 'flip' a point and then wait for your capture tickets to count up, this is a passive process which currently allows people to flip a point and then move to another base, or flip a point and camp somewhere in the base. We're going to make it so that the time to flip the point is the time to capture the base, that way you know if a base is being captured there are players actively there converting the point. As part of this change we'll also be increasing the radius for capture by quite a bit so you don't have to just stand within a 5 foot radius of the point, but can move around within the outpost of facility to a greater degree. This will convert the current 'race to the finish' system into more of a 'tug-o-war', controlling the point will pull the facility towards your empire. Influence will still impact the time it takes to convert the point, and be really important to successfully capture the base. For multi-control point outposts a similar system will be in place with the control nodes each pulling on the rope. Up to 12 players will be able to influence a single control point, increasing the strength that it converts from 1x to 3x. This should encourage attackers to actively defend control points and the rooms they're in, and remove some of the feeling of 'wack-a-mole' that currently exists in the multi-control point bases.
This change should make the result of the base capture be closer tied to the action of capturing. No longer will base capture event end even when you have the upper hand in the fight due to a ticket flipping over for the defenders. You will win if you have the leverage to win, period.


In addition to the conversion from a race to the finish to a tug-o-war we will be changing how some of the rewards work for facilities.

    Defenders will earn bonus experience for actions taken during the base capture, repairs, heals, revives, kills, etc.
    Attackers will earn a large XP bonus upon successful capture.

These competing reward goals should give everyone a strong incentive to both attack and defend bases. We're going to make the reward dynamic so the longer the base remains owned by an empire the larger the bounty is for attackers and the more the bonus for defenders grows, this should help to give some real motivations to hold and assault key territories and also to move around the map a bit and not just fight over the same stale base. Large facilities will have a higher cap for both rewards, and they'll scale down with the facility size.


Another key addition will be tactical base benefits. You've been asking for them, and we're going to add them. Empires who maintain an unbroken line of territory control will be able to receive these benefits at any connected facility, outpost or towers. Here's what we're thinking for the facility benefits, you guys who played the original should be familiar with these ideas, but we want to hear your feedback on if you think these will work or ideas for cooler or better benefits if not:

    Biolab: Reduced respawn timers at connected facilities / outposts
    Amp Station: Overcharged base turrets, longer overload times on facility generators
    Tech Plant: Access to MBTs - yes, facilities will be unable to spawn MBTs without a connected tech plant

Another piece of the puzzle will be better communication of the tactical situation on your continent. We are going to be making some enhancements to the map to show the capture status of the region, and better convey security ratings of areas. This is an area we need to make a lot of improvements on so that can easily know where to go to find the fight.

Finally, we need to make Instant Action / Hotspots work better. We're working on the heuristics for instant action to ensure that it's not only taking you where it says it will, but so that the options available are more relevant, with real "action" that you can instantaneously access. This is another tool to help newer players more easily find and participate in big battles.


Intercontinental Warfare

As we continue to add continents to the game, our goal is to make intercontinental conquest a central aspect of the metagame. The back and fourth of campaigning across a network of massive scale continents in enormous empire vs empire clashes is one of the cornerstones of what makes Planetside such a unique game. With our initial three continents we will be laying the foundation for this global conquest gameplay by adding things like continent locks for total continental domination, continent benefits from locking continents that carry over globally, and mechanics to support retaking locked continents.


With the release of Amerish in the next couple weeks (fingers crossed!) we will be adding specific and unique continent benefits to the game, things like reduced vehicle timers or resource costs, increased ammo capacity, faster respawn times, etc. We want these benefits to provide strategic incentives to holding a continent, and as we expand out form the backbone for empire wide prioritization and targeting. This is another area where we're really interested in your input. What type of benefits would you like to see on continents? What would you NOT like to see there? Let us know.


In closing

Finally I want to thank you guys for your support, ideas, angry rants, bug reports and everything inbetween. This game is very unique (in the MMO world and elsewhere) in that making it great is simply not possible without a dedicated and passionate beta community that can not only provide insights into what is missing, test our assumptions, break our game systems and, perhaps most importantly, hold out feet to the fire about issues we're not paying enough attention to. You guys have been fantastic with all your feedback and we heartily appreciate it, and we hope you continue to be our partners in making this the best MMOFPS game in the world for years to come.
Thanks!
-
mh


Loosing faith, or care about this team, and game.


Title: Re: Planetside 2
Post by: Falconeer on October 17, 2012, 11:24:43 AM
What you don't like?


Title: Re: Planetside 2
Post by: 01101010 on October 17, 2012, 03:51:48 PM
From that release, it seems like defending anything just left the discussion of playstyle.

Then again, I only know what I glean off these posts.  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on October 18, 2012, 01:18:33 PM
Quote
Game Update (2012/10/18)
   

Lot's of good fixes out this week.

First a couple known issues we'll hotfix asap:

    Weapons are not purchasable in the marketplace, but are in the Cert trees
    The Dalton and Tank Buster, Liberator weapons, are not purchasable from Cert trees


Headlines:

    Infantry and vehicle weapons are unlocked with cert points instead of Auraxium
    Auraxium rewards were removed from the game
    Cert points are earned with every 250 experience points instead of 1000 experience points
    Gameplay implants were removed, will return later as a loadout slot
    Weapon medals grant cert point rewards


Top Player Bugs Resolved:

    Frame rate shouldn't affect fire rate
    Infiltrators should not be able to fire while cloaked
    Ability system improvements to help protect against abilities getting stuck on or off
    Ammo boxes and mines should be more responsive
    Fixed an issue where players would get into a semi-dead state
    Resolved an issue where players would log in or spawn at a location in the middle of the zone
    Platoons should no longer get in a broken leaderless state
    Players should no longer spawn at zero health
    Removed a case where players could get weapons into an unusable state
    The heal and repair tools now have sticky targeting


Weapons:

    All shotgun damage and range has been reduced
    TR shotgun rate of fire is a little slower, but it is still the fastest shotgun
    Projectile drop was slightly increased


Vehicles:

    Damage of Rocket Pods, Lightning 75mm, 40mm Grenade Launchers and Liberator 105mm cannon increased against Main Battle Tanks
    Flak damage reduced by ~5%
    Repair tool is now 25% slower on vehicles
    Liberator health increased by 10%
    A tuning pass has been done on tank turret controls. They should feel more responsive.
    Range of Scout Radar on Flash has been reduced
    Galaxy acquire timer is now 20 minutes instead of 30


Certs:

    Scout Radar certification is now 4 ranks. Maximum range reduced to 200 meters
    Galaxy acquire timer certifications now capable of reducing timer to 5 minutes
    Mineguard certifications are now 4 ranks


Misc:

    Queues for logging in to full servers or zones (no more having to spam the play button or warp button)
    Client performance optimizations


Title: Re: Planetside 2
Post by: Mrbloodworth on October 19, 2012, 07:24:45 AM
Planetside 2 release date announced: the war begins November 20th (http://www.pcgamer.com/2012/10/19/planetside-2-release-date-announced-the-war-begins-november-20th/)


Title: Re: Planetside 2
Post by: 01101010 on October 19, 2012, 07:44:22 AM
As a TR veteran, fuck not having any of the original TR continents' names back in the game. Hossin is on deck, Oshur (another purple continent), and Searhus (no one liked this stupid volcano anyway). VS get almost all theirs from the get go? This whole Barney-ness of the world just means SOE is still in the tank for the god damn Vanu. Nothing changes...

And yes, I see NC got the short end as well even though Hossin IS on deck, but no Cyssor or Solsar... then again, fuck the smurfies too. NO FORSERAL NO PEACE!


:why_so_serious:

Greened to avoid the bitching.


Title: Re: Planetside 2
Post by: Venkman on October 19, 2012, 03:23:46 PM
It's been fun on occasion in beta. But it's still not easy enough for me to tell the difference between blinking-star/! because one enemy tried to solo cap a base and blinking-star! because there's a hundred people defending and attacking. Just like the first game I feel like I'm spending half the time just trying to find the fight. Certainly pretty cool looking.

Thought this was a funny pic to post on their FB news feed though:


They coulda either zoomed in so the room didn't look empty, or zoomed out to show the audience. This shot makes it look like an echo chamber though  :awesome_for_real:

Edit: jeezus they just made it worse. Fire the photog:

Of course it is quite possible they didn't have a huge audience. All the business questions about this game haven't been answered.

And speaking of business, bad time to launch. The brand was never ever big enough to carry them through a holiday system of big name launches. This was a solid March or July launch.

Edit: also spoilered the big images.


Title: Re: Planetside 2
Post by: UnSub on October 19, 2012, 08:11:43 PM
Was that what SOE posted up, or what a fan posted up?


Title: Re: Planetside 2
Post by: Venkman on October 20, 2012, 11:58:28 AM
SOE posted both in their official Facebook thread. Or, whatever social media company they sub the work out to. They posted a few more in sequence after that which showed some better images. but by then I was bored  :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on October 22, 2012, 08:28:06 AM
The TR MCG is no longer and underslung gun. I shit you not.

No longer this:

(http://www.planetside2.com/uploads/dcsclient/000/000/001/361.jpg?v=151.9)

(http://www.planetside2forum.com/attachment.php?attachmentid=48&d=1339439079)

But this:

(http://i123.photobucket.com/albums/o287/NewSith/HA1.jpg)

They said the reasoning is, you can't fire from behind cover with it if it was underslung.  :facepalm:


Title: Re: Planetside 2
Post by: Falconeer on October 22, 2012, 09:02:47 AM
That sucks badly. They have a good reason, I get it, but who cares. With all the weapons this game has and one can choose from if they want to "shoot from cover", you can't break signature things and don't expect pitchforks.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 22, 2012, 09:09:44 AM
I do not think its a Valid reason at all. TF2, Black-light, Global Agenda, PS1, Unreal Tournament 3. List goes on. I more expect it has to do with the intended audience at this point.


Title: Re: Planetside 2
Post by: 01101010 on October 22, 2012, 09:24:13 AM
Umm... well the MCG looked goofy / was held goofy in all the pics I have seen of it (2-3?). But still...

How would that shoulder MCG even work then? I mean the kickback from just a rifle is bad enough, now you have four barrels turning through. And how heavy is that thing with ammo? MCG was always great for its huge ammo capacity even with its shit-tastic accuracy (trade-offs).  I get it, a wizard did it... but there was always an air of physics limiting the amount of fantasy in PS.

I am sure Higby played PS1. He had to have. I'd say more, but I already have in this thread. MCG out? Very disappointing and I wouldn't be shocked to see it go right back to underslung once people at SOE start melting under this firestorm.


Title: Re: Planetside 2
Post by: Sky on October 22, 2012, 10:06:51 AM
F13 is to gaming as Joan Rivers is to fashion.


Title: Re: Planetside 2
Post by: 01101010 on October 22, 2012, 10:12:34 AM
Can't you have more than one gun in your loadout? I mean, carry your cycler for those medium range fights behind cover and whip out the MCG while storming the halls or at close range. That was the whole point of the gun in the first place.


Title: Re: Planetside 2
Post by: Slayerik on October 22, 2012, 10:25:44 AM
Fuck this game.


Title: Re: Planetside 2
Post by: 01101010 on October 22, 2012, 12:52:00 PM
Fuck this game.

Atta boy!  :why_so_serious:


Title: Re: Planetside 2
Post by: Falconeer on October 22, 2012, 05:09:24 PM
I just took these two screenshots in game myself. What sucks, and is kind of ridiculous, is that while you see the MCG that makes sense in the weapon selection screen (left), the actual model (right) is that new abomination. I really wonder what's going on in their heads. This is almost as bad as Blizzard removing the ring sound from Diablo 3.

(https://dl.dropbox.com/u/3584773/PS2%20MCG.png)


Title: Re: Planetside 2
Post by: Cadaverine on October 22, 2012, 05:31:50 PM
Abomination is right. 

I just wonder if the firing animation will involve the MCG getting ripped out of your hand(s), and smacking you in the face?


Title: Re: Planetside 2
Post by: Trippy on October 22, 2012, 05:33:47 PM
I just took these two screenshots in game myself. What sucks, and is kind of ridiculous, is that while you see the MCG that makes sense in the weapon selection screen (left), the actual model (right) is that new abomination. I really wonder what's going on in their heads. This is almost as bad as Blizzard removing the ring sound from Diablo 3.
That just means they haven't updated all the artwork yet.


Title: Re: Planetside 2
Post by: shiznitz on October 23, 2012, 12:55:54 PM
Now it is really official that TR are fags!

NC forever!

Honestly, that gun looks like shit.  The quad nozzle look like water is going to come out of it.  If cover is so important, have the balls to dump MCG as the signature HA altogether.


Title: Re: Planetside 2
Post by: 01101010 on October 23, 2012, 12:58:42 PM
Now it is really official that TR are fags!

NC forever!

Honestly, that gun looks like shit.  The quad nozzle look like water is going to come out of it.  If cover is so important, have the balls to dump MCG as the signature HA altogether.

I agree with this dumb ass smurf, and I am now saddened by this.

Dump the MCG and go for something over the shoulder. Or... BRING THE MCG BACK AND DON'T TOUCH IT AGAIN.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 23, 2012, 12:58:50 PM
OR!

Just treat it like the CQC gun it is. You do not need cover. But, Battlefield.


Title: Re: Planetside 2
Post by: Trippy on October 23, 2012, 02:09:49 PM
The MCG was a medium range gun. The N00bhammer was for CQC. The Lasher was for cheats who liked hitting people through walls and around corners :awesome_for_real:

I'm also sad I can't take weapons from enemies like I could in the first. It was fun collecting MCGs (I didn't actually like the Jackhammer all that much).


Title: Re: Planetside 2
Post by: Surlyboi on October 23, 2012, 09:13:08 PM
Word. I was NC all the way and I hated the noobhammer.

Had a locker full of cyclers though.

And fuck Barney and his lasher spam.


Title: Re: Planetside 2
Post by: Slayerik on October 24, 2012, 09:07:00 AM
God I loved when they buffed the lasher projectile speed (and damage too maybe?)...It was stupidly OP for a bit there! Vanu4lyfe


Title: Re: Planetside 2
Post by: 01101010 on October 24, 2012, 09:35:44 AM
Word. I was NC all the way and I hated the noobhammer.

Had a locker full of cyclers though.

And fuck Barney and his lasher spam.

Jesus Christ, why am I the only TR player here aside from BW? Fuck all you psychedelic hippies.  :why_so_serious:

And I actually had more results using the Pulsar than any of the other medium assault rifles. I'd loot the left overs and there were always pulsars. Ammo however was a bitch and a half. Green lightning bolts? really?

Pistol = MAGshot
Rifle  = Pulsar
HA   = MCG

For whatever reason, I couldn't get the Jackhammer to work for me but was ok with a Sweeper.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 25, 2012, 09:43:07 AM
Update Notes 10.25.2012


Quote
    Notable Changes:

        Players are now mostly invulnerable to damage at Warpgates with the exception of vehicle collision damage against structures. An outstanding issue is while accessing a terminal players are vulnerable.
        Sunderers are now available at every vehicle terminal that offers the Flash.
        Squad members can deploy on their squad leaders from the Warpgate via the Instant Action menu.
        Grief accumulation has been reduced for accidental team damage.
        Grief points are no longer accumulated for damaging a fellow member or their vehicle. An outstanding issue is killing that player will result in grief points.

    Performance:

        Client crash fixes and client performance optimizations

    Top Bugs Fixed:

        Logging out or zoning while in a MAX should no longer change your class.
        Forward spawn point terminals should now display appropriate faction on the minimap
        Vehicle kills will give notifications again.
        Turrets should no longer stop animating.
        Dead characters will no longer be collidable.
        Vehicles will no longer randomly invert controls.
        Shields will now block tossed projectiles such as grenades and C4.
        Fixed an instance where AFK players would be unable to be damaged.
        Fixed a case where dying in the UI could leave a character in a bad state.

    Weapons:

        Reduced bullet drop on all weapons.
        Buffed VS weapons to be much stronger at greater range. Projectile speed and Damage were increased on all weapons except sniper rifles.
        Projectile speed was increased.
        Damage at range was increased.
        Reload times on most VS weapons are now faster.
        Grenade trajectory is now more predictable.

    Vehicles:

        Speed required to damage infantry in a vehicle collision increased.
        Projectile speed of Halberd increased
        Reduced lock-on range of Heavy Assault anti-ground vehicle launchers (500 meters was overkill)
        Scythe Default and Rotary nose cannon projectile speed increased
        A pass was done on Sunderer and Tank Secondary weapon elevation ranges.
            Elevation ranges should be the same between all the MBTs. Previously there were some discrepancies
            50cal MG elevation range increased by 15 degrees



Title: Re: Planetside 2
Post by: Sky on October 25, 2012, 11:38:37 AM

Quote
Dead characters will no longer be collidable.
Well, that's it. Fuck this stupid game!


Title: Re: Planetside 2
Post by: shiznitz on October 25, 2012, 01:59:33 PM
Does reducing bullet drop and increasing bullet speed make this more or less like TF/Battlefield?  I never played those so this is not a rhetorical question.


Title: Re: Planetside 2
Post by: Surlyboi on October 25, 2012, 04:41:22 PM
Does reducing bullet drop and increasing bullet speed make this more or less like TF/Battlefield?  I never played those so this is not a rhetorical question.

More, bullet drop in BF wasn't nearly as drastic as it was a week ago in PS2.


Title: Re: Planetside 2
Post by: 01101010 on October 25, 2012, 04:42:20 PM
Does reducing bullet drop and increasing bullet speed make this more or less like TF/Battlefield?  I never played those so this is not a rhetorical question.

More, bullet drop in BF wasn't nearly as drastic as it was a week ago in PS2.

Well it is better than hit-scan.  :uhrr:


Title: Re: Planetside 2
Post by: snowwy on October 25, 2012, 05:16:23 PM
Have x certpoints, but unsure what weapon to spend them on? No worries!
1)Open depot-page
2) select a weapon you'd like
3) Click purchase button
4).........stare at screen in wonder
5) Buy all the things! as getting weapons from the depot-page doesn't actually withdraw any certpoints

p.s a Lightning with Skyguard attached is a god damn thing of beauty. Is it OP at the moment? Hell yeah, but oh so much fun


Title: Re: Planetside 2
Post by: Surlyboi on October 25, 2012, 08:53:28 PM
Where is this depot page you speak of?

Edit: Ah. Found it. Only works if you've got a decent cache of points.


Title: Re: Planetside 2
Post by: Ulysees on October 26, 2012, 05:30:03 AM
As of yesterday it still let you buy the weapons for "free" but you have to have the exact amount of cert points that the weapon costs. Since I suck at this game it took me a day to get upto 48 certs but it let me buy all the 48 cert weapons so now I am saving for the 96 cert weapons then the 240 etc after that if it is not fixed I can then spend the certs making the weapons I will actually use better as well so instead of never getting to use some stuff because it will take me too long to get enough certs I might actually get upto 240 by the end of next week and have a fair few options to play around with for the remainder of the beta.

*edit* They fixed it - at least I got my Hawk!


Title: Re: Planetside 2
Post by: Mrbloodworth on October 30, 2012, 11:53:02 AM
TB tells us how he really feels. (http://www.youtube.com/watch?v=E20z928GjoE&feature=youtu.be) It SHOCKINGLY* aligns with most PS1 players.







*Not really a shock, he is a PS1 vet, not a random review guy in this case.


Title: Re: Planetside 2
Post by: Falconeer on October 30, 2012, 12:33:57 PM
I went through how annoying he is and I must say that there are things I agree with and thinsg I disagree with or I don't see as a long term problem. But "continent lock"?

Didn't they say about a week ago...

Quote
Intercontinental Warfare

As we continue to add continents to the game, our goal is to make intercontinental conquest a central aspect of the metagame. The back and fourth of campaigning across a network of massive scale continents in enormous empire vs empire clashes is one of the cornerstones of what makes Planetside such a unique game. With our initial three continents we will be laying the foundation for this global conquest gameplay by adding things like continent locks for total continental domination, continent benefits from locking continents that carry over globally, and mechanics to support retaking locked continents.


Title: Re: Planetside 2
Post by: Mrbloodworth on October 31, 2012, 07:35:38 AM
The very fact they are even trying cont-lock is due to the outcry of vets. They pushed back from it many many times. They think a constant three way and no locking was a good idea. TB's point, is Cont-locking does not work with only three contents, and it wont. This ties to his over all point. Shits not ready for release.


Title: Re: Planetside 2
Post by: 01101010 on October 31, 2012, 07:40:53 AM
Good video. Had an honest critique and a lot of information behind it. I really gotta say he hits the nail on the head with the mentality of Planetside vs FPS games and how some of the whining is uncalled for due to this divergence. The mention of too much AA and not being able to fly around really highlights this well, so good on him for making it an example.


Title: Re: Planetside 2
Post by: Jimbo on November 02, 2012, 11:18:25 PM
The "bang bus" is pretty fun.  I spec'ed for the AMS version of it, and if your in a squad it helps make a lot of points.

Crap they need--

1.  A way to make sure you want to spend that certification point!  I was reading the different things and clicked on a heavy assault ability.  Now I have spent stuff I didn't want.  They need an "are you sure?" then click again.

2.  A way to respec your character.  Make it only once a week to prevent over use and that people don't just spec for the mission.

3.  A walk threw and better key binding and how to use interface.  I still can't get my mic and headphones to work with it yet.

It still can take a bit of time to get to the fight.  And the game isn't friendly on telling new people how to get there so they can fight.  You don't want people to try it, take forever to get to a fire fight, get destroyed, and not know how to get back into the fight and get better.  That is going to be the downfall, it has to be easy to get into a squad, get into the fight, and get to where the action is.


Title: Re: Planetside 2
Post by: Venkman on November 04, 2012, 05:26:42 AM
Haven't played in weeks. Like my memories of PS1, there's a lot more getting to the action than being in the action. Joining a big-whatever-guilds-are-called here can help at least with coordinating purpose of roles, but I don't have the kind of consistent at-computer time that I did 10 years ago.

Looks like it's still going through changes, but the major parts (world size, getting around, etc) are all locked in. I'll check it out again when the industry is in a lull. Maybe.


Title: Re: Planetside 2
Post by: Surlyboi on November 04, 2012, 08:50:01 AM
They added Amerish yesterday.


Title: Re: Planetside 2
Post by: MediumHigh on November 04, 2012, 12:15:26 PM
Haven't played in weeks. Like my memories of PS1, there's a lot more getting to the action than being in the action. Joining a big-whatever-guilds-are-called here can help at least with coordinating purpose of roles, but I don't have the kind of consistent at-computer time that I did 10 years ago.

Looks like it's still going through changes, but the major parts (world size, getting around, etc) are all locked in. I'll check it out again when the industry is in a lull. Maybe.

This is what I was worried about, so i'll give this one a pass.


Title: Re: Planetside 2
Post by: Yoru on November 05, 2012, 03:07:05 AM
Amerish is interesting. Lots of mountains and mountain passes. You can do some funky hillclimbing with light assaults, and air power (and air transport) becomes slightly more important given the terrain.

My favorite continent of the three, definitely.


Title: Re: Planetside 2
Post by: Surlyboi on November 05, 2012, 04:20:53 AM
Mine as well. Amerish is the closest to original PS they've gotten so far.

Of course, they've also completely fucked the NC LMG now.


Title: Re: Planetside 2
Post by: 01101010 on November 05, 2012, 05:58:53 AM
Mine as well. Amerish is the closest to original PS they've gotten so far.

Of course, they've also completely fucked the NC LMG now.

Except I don't recall Amerish being mountainous at all. Cheryshun and Searhus sure. Then again, it might just be my faulty recall.  :ye_gods:


Title: Re: Planetside 2
Post by: Falconeer on November 05, 2012, 06:17:55 AM
I totally understand the negative buzz, I tend to be the same way when someone dabbles with sequels and threaten to ruin my memories, and this game makes no difference having played my giant share of it in the old days and having loved every bit of it. But I think there is too much focus here about what is _not_ like Planetside 1, and not enough on how fun it is to play Planetside 2.


Title: Re: Planetside 2
Post by: Yoru on November 05, 2012, 06:53:53 AM
Indeed. I introduced a friend to PS2 last night with my latest buddy key. He'd never heard of PS1 and was a bit meh on PS2 until about 60 seconds after getting into the game. Then he was struck with childlike wonder at it all.

Particular highlights included cruising along towards a battle in the company of 10 other tanks, flying over a tank column in a Liberator, spawning accidentally in the middle of a 200-man-a-side pitched battle between a tower and the cliffs surrounding it, and an epic two-pixels-of-health-and-on-fire crash-landing that resulted in us getting our Liberator patched up and back in the air deep within enemy territory.

Was good stuff.


Title: Re: Planetside 2
Post by: Surlyboi on November 05, 2012, 09:38:04 AM
The problem is, you can't not compare it to PS1, as that was the only other game that tried anything on this scale.

That said, there are some flashes of brilliance in there.

My squad was holding down a base today that was being assaulted from two sides, Vanu to the north, TR to the south. I was holed up in an AA turret at the top of the base, letting loose on the mosquitos that tried to launch from the air tower the TR had taken. Most of the mossy pilots were just trying to hot drop on the roof of the base to take out the row of turrets with their rocket launchers. (Which is another bone I have to pick, heavy assault in a plane?) Anyway, one got through and I had to hop out of my turret and try to stop the guy, ended up gut-shooting him with my bolt driver and then finishing the job with my knife.

I then ran over to the AT turret opposite me, just in time to spy a Vanu heavy taking aim from down below. Dropped a round on him and managed to kiill both him and the TR cloaker that I assume was sneaking up behind him to stab him in the back.

With some caveats, good times.


Title: Re: Planetside 2
Post by: Bann on November 05, 2012, 06:33:35 PM
This clicked for me today - randomed into a squad that actually knew each other/what they were doing. It was like playing a different game. Having a guy just call objectives and where to respawn made this vastly more fun. I was still basically the same chicken with my head cut off, but I enjoyed it way more.


Title: Re: Planetside 2
Post by: Surlyboi on November 05, 2012, 08:05:20 PM
You wouldn't happen to have been on Esamir with a squad of NC would you?


Title: Re: Planetside 2
Post by: Engels on November 06, 2012, 09:16:24 AM
Ya, gotta say, having a cohesive group entirely changes the game. It goes from a chaotic and confusing mess to something you can get your mind around and participate in.


Title: Re: Planetside 2
Post by: Surlyboi on November 06, 2012, 10:15:45 AM
That's the only way this game will work and with the minimal incentives to squad up and roll with that squad, I doubt the session shooter types will stick around.


Title: Re: Planetside 2
Post by: Goumindong on November 06, 2012, 10:25:10 AM
Yea, I am not sure how they expect people to find outfits since there doesn't seem to be any in game outfit recruitment area. You just have to get lucky and join a squad that has a working outfit.


Title: Re: Planetside 2
Post by: 01101010 on November 06, 2012, 10:49:01 AM
That's the only way this game will work and with the minimal incentives to squad up and roll with that squad, I doubt the session shooter types will stick around.

Which, IIRC, was a recurring problem with PS1 - this lead to population fall off and imbalances which lead to the incentive program. EVERYTHING OLD IS NEW AGAIN!  :why_so_serious:


Title: Re: Planetside 2
Post by: Mrbloodworth on November 06, 2012, 11:33:37 AM
Organized group you say?

  PlanetSide 2 rolls with the Black Widow Company  (http://www.youtube.com/watch?feature=player_embedded&v=_fPbtgTjxd0)


Title: Re: Planetside 2
Post by: Bann on November 06, 2012, 05:09:55 PM
You wouldn't happen to have been on Esamir with a squad of NC would you?

I was, actually. [CML] was their tag. were you with the same bunch?


Title: Re: Planetside 2
Post by: Surlyboi on November 06, 2012, 06:43:23 PM
No, But my squad did run with them for a bit. We did a pretty decent job of sweeping the continent.

Logged in this morning and they had rolled back my character to BR5, yeah, yeah beta, but it sucked.

Logged in later and they gave everyone cert points to make up for the rollback. 4K of them, in my case. I'll take that.


Title: Re: Planetside 2
Post by: 5150 on November 07, 2012, 04:26:50 AM
Can anyone tell me where/how I register my name later today as the email didnt say?


Title: Re: Planetside 2
Post by: Falconeer on November 07, 2012, 05:00:26 AM
I have the same questions. Although I think you just have to click on the PLANETSIDE logo in the email, sinc it now redirects me to a page that is not (yet) active nd it will be in two hours. So it's probably that.


Title: Re: Planetside 2
Post by: 5150 on November 07, 2012, 05:22:38 AM
I have the same questions. Although I think you just have to click on the PLANETSIDE logo in the email, sinc it now redirects me to a page that is not (yet) active nd it will be in two hours. So it's probably that.

Just takes me to planetside2.com on my email, can you post the URL?


Title: Re: Planetside 2
Post by: Falconeer on November 07, 2012, 05:54:08 AM
You are right. Takes me there too now. But if you pay attention at the original link it's something else, THEN it redirects you to the PS2 website. Maybe it's just a way for them to collect data about your vist, or maybe it will direct you to the appropriate page at 7am PST. I can't post the link because it looks personalized. Like: http://link.e-sonyonline.com/u.d?M<<<unique code>>>

If anyone else knows any better please share.


Title: Re: Planetside 2
Post by: 5150 on November 07, 2012, 06:04:02 AM
The correct URL appears to be http://www.planetside2.com/reserve-name


Title: Re: Planetside 2
Post by: Sky on November 07, 2012, 07:02:56 AM
I got no email!


Title: Re: Planetside 2
Post by: 5150 on November 07, 2012, 07:06:00 AM
I got no email!

Did you buy Alpha squad

Site up now!


Title: Re: Planetside 2
Post by: Falconeer on November 07, 2012, 07:07:03 AM
Worked like magic. Thanks for the link, 5150.


Title: Re: Planetside 2
Post by: Sky on November 07, 2012, 07:09:11 AM
Yup, got Komoto. Another thanks for the link.


Title: Re: Planetside 2
Post by: Falconeer on November 07, 2012, 10:51:58 AM
I think it was total Biscuit who complained about the fact that you are forced to waste certs into weapon upgrades you don't need, like having to spend on an inferior scope before being able to buy the one you need. Do you know if they just changed this or what? Cause I was fooling around and I just accidentally bought a 6x scope for my heavy assault machinegun bypassing the 3.4x and 4x versions no problem.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 07, 2012, 11:18:20 AM
It was changed back last patch not to be sequential buys.


Title: Re: Planetside 2
Post by: 01101010 on November 07, 2012, 12:28:05 PM
I think it was total Biscuit who complained about the fact that you are forced to waste certs into weapon upgrades you don't need, like having to spend on an inferior scope before being able to buy the one you need. Do you know if they just changed this or what? Cause I was fooling around and I just accidentally bought a 6x scope for my heavy assault machinegun bypassing the 3.4x and 4x versions no problem.

What BW said. And in that TB video, I think he hinted at the fact this was done to force players to try everything instead of skipping around - being beta and all.

SEE?! I pay attention!  :oh_i_see:


Title: Re: Planetside 2
Post by: Falconeer on November 07, 2012, 12:49:11 PM
Anyone knows the difference between a a regular and a laser 4x scope?


Title: Re: Planetside 2
Post by: Sky on November 07, 2012, 01:41:42 PM
If only there were a test range to play with all the guns.

See, I can do it, too!


Title: Re: Planetside 2
Post by: Mrbloodworth on November 08, 2012, 07:47:55 AM
Looks like they are adding in Auto HEALTH regeneration because......well I do not know why.  :oh_i_see: I Guess people could not stand having to ask another player for assistance?


Quote from: Higby, post: 550219, member: 36
Hey all -

The dev team is continuing to sprint to the finish line here on Planetside 2. With last week's patch we released our final launch continent, enhanced players ability to stick with their squad, added our twitch integration, fixed a ton of bugs and put in some big ticket optimizations.

This week's patch is going to be another huge one, with a lot of big changes to metagame, core gameplay, new items to unlock, updates to lots of areas of Indar, and of course tons of bug fixes and more optimizations! Are you excited yet?!

First up, metagame additions I discussed a lot of these changes in the metagame thread I posted a couple weeks ago, but these are the areas that are coming online this week:

Continental Domination

With this week's patch we'll be adding continent domination benefits into the game. You'll get a global benefit that is acquired when your empire controls 100% of the contestable territory on a continent. This benefit will remain on every soldier in your empire until the continent is conquered by another empire.

In addition to bragging rights, the benefits are going to reduce your resource costs for Air vehicles (Amerish), Ground Vehicles (Esamir) and Infantry consumables (Indar)

Linked facility benefits:

Each facility type will provide a benefit to connected territories. Some of these benefits will be useful in all regions, some will be more useful when combined with other facilities or outpost types.

Tech Plants - Provide access to MBTs from connected towers and facilities. You will always be able to pull MBTs from the warpgate in addition if you don't own a tech plant on continent.

Biolab - Increased innate health regeneration (see below for more information)

Amp Station - Increased turret heat capacity, so turrets can be fired a lot faster.

Finding a fight:

One of the pieces of feedback we've heard over and over is that it's challenging to find a fight, with this patch we're fixing some bugs and adding some functionality on the map that should help to address that. Here you can see the new map region tooltip:

(http://i.imgur.com/AmWnj.png)

Now you'll be able to see the capture progress of any contested base on any continent in real time, as well as a measure of strength of enemy forces in the area (this has a bug on beta currently, that causes any base that's under contention to list "No Activity" - very helpful, right?). You can also see which benefits are currently present on the region and what benefit owning the region gives.

It's our hope that by showing the capture progress as well as an accurate depiction of enemy troop numbers will significantly help the cause of finding you a good fight.

Tug-of-war base capture and XP changes:

This is a pretty major change to the way bases are captured in the game.

Currently bases are captured by a ticket race that is initiated when a base control node gets flipped and starts generating tickets, those tickets are then multiplied based on influence your empire has on the base. In this system two factors, control node ownership and adjacent territory control dictate the victor of the base capture. The ticket race method sometimes results in unintuitive victories where your empire has a clear advantage on a base, but because the other empire USED to have an advantage earlier in the fight, earned lots of tickets during that time and hangs on to one control node, they can still win the battle even though they're clearly out-muscled. Tug-of-war puts an end to all that.

With the new system, there will be three factors that determine the capture of the base, control node ownership, adjacent territory control and player leverage.

Player leverage will be the number of people you have simultaneously influencing a control node. More players near the control node = more leverage = you capture the base faster. We've greatly expanded the range which you can be influencing a node, these should feel a lot less restrictive, and allow you to effectively defend the point from different vantage points, not just stand within 10 feet of the node. Initially, most bases / outposts will allow 12 people to be influencing them at once, bases with only 1 control node will be able to have up to 12 people influencing that node, whereas bases with multiple nodes will have the number of players split amongst them. You can still capture the base by having one person at the node, but having more gives up to a 3x increase to the capture time beyond what is possible right now.

So, how is it a tug-of-war. Well, now the ticket count is zero-sum. This means that when a base is attacked, it starts off at 100% owned by the defending empire and the attackers have got to burn down the defender tickets at the same time as they increase their own. If they wrestle control back from you, they'll have to burn down your progress as well. For multi-control node facilities such as Biolabs, or outposts like The Crown, having people locking down the nodes becomes more important than just rushing to the next node to flip it, not only because the people posted up on that node are keeping it from being captured by an enemy, but also because they're helping to move the capture needle faster for your empire.

We're also making XP changes to the way attackers and defenders earn XP. As an attacker you'll earn XP normally for actions you complete in the course of attacking a facility, and you'll get a large XP bonus when the base is successfully captured. Defenders will earn bonus XP for all actions taken in the course of defending their base, but they won't get a bonus for resecures or when the base is lost.

These changes combined we predict will result in a few positive changes to the base capture:

1) Less attacker and defender dead time - at a certain point in most battles the base is won, but the time it takes to secure causes some dead time for attackers and defenders. Attackers like to use this time to camp spawn rooms, defenders like to use this time to take pot shots at the guys camping the spawn rooms. Now that attackers can stack up on the point and capture 3x faster by doing so, we expect this dead time, and thus the spawn camping to be cut down quite a bit.

2) Resecures are less taxing on defending players - between the control node reverting to the owner of the facility, and the tug-of-war mechanic, bases can be 'resecured' by defenders just by kicking the attackers out. The defenders will be able to leave immediately once the threat is removed, and the territory will naturally resecure itself.

3) less cleaning up after ghost cappers - now that capturing is more reliant on boots on the ground at the location, we expect to see a lot less of people grabbing a node and bugging out, forcing people to do clean up on bases that aren't really under contention.

Getting the tuning just right on this is going to be tough, we like what we've got so far, but we're going to rely on a lot of feedback from you guys when this goes live about what we can do to make it better.

We've got a bunch of general gameplay enhancements coming this patch as well:

Indar polish and outpost revamps

We've taken a lot of the lessons we've learned on Amerish and applied them to some of the outposts and general flow of Indar. You'll see substantial changes to a pretty good number of outposts, including some being removed, replaced or added. The main outposts that have been modified are:

- Defunct Solar Hub

- Quartz Ridge

- The Crown

- West Highlands Checkpoint

- TI Alloys

- Xenotech Labs

- The Palisade

- J908 Impact Site

We're not done on Indar, but these are the outposts you'll see changes on this week. In general these outposts should have more defensible spawn rooms that are less prone to camping (especially by vehicles), they have better overall flow (especially where / how vehicles can access them), and in cases of outposts like West Highlands Checkpoint and Quartz Ridge (which has moved about 750 meters southwest from it's current location) these now provide real defensible roadblocks for the empire which owns them.

Beyond the outposts, a lot of work has been done to add better roads and direction to Indar. You'll notice a lot of new road ways, a lot of non-road areas that are going to be a bit less traversable than they are currently for vehicles (so you stick to the roads!) and more integration of these outposts into the traffic flow we see when watching players move around the map.

New sidegrade weapons and store updates

With this we'll be opening up a few more sidegrade weapons, these will be the weapons that are available on the store day-1 of release. We're also putting in final pricing both in Cert points and Station Cash for items in the store. We're doing this because so many of you have asked what the prices are going to be for items in the game. You still will not be able to spend Station Cash during the beta, but at least this will give you a solid idea of the prices of items in the game. Just incase you can't wait, here's a preview:

Infantry and vehicle weapon sidegrades will range in price from:

48 - 720 Cert points

250 - 700 Station Cash

Cosmetics such as camo patterns and armor attachments (for infantry and vehicles) will range in price from:

50-1200 Station Cash

Consumable boosts for additional resources or XP will range in price from:

75 - 700 Station Cash

But wait, theres more:

Here are a bunch of other changes going in this patch, in addition to a lot of bug fixes:

    We're going to be fixing some bugs with XP granting, and changing the XP:Cert Point ratio to 500:1 to better reflect the rate at which players are earning XP and some of the new XP sources that have been added.
    Cert prices are being further refined
    Attachments on weapons have been adjusted so that they more correctly match the role of the weapon (i.e. long range scopes on long range weapons, reflex sights and laser dots on bullpups, as you'd imagine)
    Empire specific fighter rocket pods have had their damage reduced
    Liberator has been buffed, both in offense (105mm and Shredder turret) and defense (added resistance to flak.
    Non-remote detonated deployable explosives such as tank mines and claymores will now stay in the world even if you switch classes.
    MAXes will be getting some additional durability
    Players will have basic health regeneration, this will kick in about 20 seconds after you've taken damage and take about 40 seconds to fully heal a very hurt player. It's not meant to replace combat health regen (like med kits, or medics)

As you can see, it's been very busy around here. We're really excited about these upcoming changes and hope you are too. As always, let us know what you think!

-

mh



Aaaaaaand now base caps are based on Mass on point.  :oh_i_see:


Title: Re: Planetside 2
Post by: kaid on November 08, 2012, 09:42:03 AM
The problem is, you can't not compare it to PS1, as that was the only other game that tried anything on this scale.

That said, there are some flashes of brilliance in there.

My squad was holding down a base today that was being assaulted from two sides, Vanu to the north, TR to the south. I was holed up in an AA turret at the top of the base, letting loose on the mosquitos that tried to launch from the air tower the TR had taken. Most of the mossy pilots were just trying to hot drop on the roof of the base to take out the row of turrets with their rocket launchers. (Which is another bone I have to pick, heavy assault in a plane?) Anyway, one got through and I had to hop out of my turret and try to stop the guy, ended up gut-shooting him with my bolt driver and then finishing the job with my knife.

I then ran over to the AT turret opposite me, just in time to spy a Vanu heavy taking aim from down below. Dropped a round on him and managed to kiill both him and the TR cloaker that I assume was sneaking up behind him to stab him in the back.

With some caveats, good times.

Right before the big amerish patch me and my friend were playing and had some really good skirmishes. I was playing a combat medic and we had around 50 people pushing with assorted tanks helping and it really felt like the normandy invasion. people were dropping left and right and I was doing my best to patch them up very intense hour or so of fighting.

My biggest gripe is probably infantry is a tad to squishy until you cert up your defenses. Even with heavy assault you will often die without even knowing what shot you in an eyeblink until you get some of your armor/shield stuff certed out.

The anti air stuff has gone back and forth a bit during beta. At some times it was both hard to come by and in cases ineffective. Then it went super common. I think its a bit of finding a balance on it but I still see a ton of planes and they still seem quite effective.


Title: Re: Planetside 2
Post by: 01101010 on November 08, 2012, 10:07:22 AM
Looks like they are adding in Auto HEALTH regeneration because......well I do not know why.  :oh_i_see: I Guess people could not stand having to ask another player for assistance?

Got put the MMO somewhere in there...


Title: Re: Planetside 2
Post by: Mrbloodworth on November 08, 2012, 10:14:20 AM
Am I just a relic? Do people really play online games now, to not play with others?


Title: Re: Planetside 2
Post by: Trippy on November 08, 2012, 10:22:45 AM
Yes. I only group in MMORPGs when I absolutely have to (multi-boxing for teh win! :awesome_for_real:). Planetside, though, is different since it's there's only so much you can do running around by yourself and the game is decidedly less fun that way. I also enjoy playing support roles, which isn't as useful if you are by yoursel1f (repairing stuff is about all you can do in PS2, in 1 you could do a lot more as solo support).


Title: Re: Planetside 2
Post by: Sky on November 08, 2012, 12:19:38 PM
PS1 was a lot of fun solo. I used to dig playing a stealthing CE.

There's playing with others and then there's being stuck looking for a healer. Forced grouping still sucks.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 08, 2012, 12:49:28 PM
They cut out all the things you could do solo that was in PS1, now it feels like they are lowing the bar to compensate.


Title: Re: Planetside 2
Post by: Yoru on November 08, 2012, 03:38:38 PM
They seem to have dumped a whole ton of certs on people in the last couple of days; I'm up over 3000 certs that I certainly didn't earn.

The game is way better once you have a few of the major unlocks. I picked up the homing anti-tank and anti-air missile launchers, plus certed the fuck out of the Scythe. Flying around launching missiles at Mosquitoes and then finishing them off with a quick cannon burst is awesome. Sneaking behind enemy lines and blowing up all the outbound enemy air support is awesome. Flanking a tank column and blowing up all their AA Lightnings is awesome.

I think the only problem is that they've locked away a lot of the really good, fun stuff behind large cert point barriers, particularly for aircraft - obviously a money grab.

I'm really liking the way it's played for the past few days, really. I think I'll be certing out the Liberator next.


Title: Re: Planetside 2
Post by: shiznitz on November 08, 2012, 05:42:17 PM
I should know this but is the Lib single person?


Title: Re: Planetside 2
Post by: Mrbloodworth on November 08, 2012, 08:42:12 PM
3


Title: Re: Planetside 2
Post by: Surlyboi on November 08, 2012, 10:40:31 PM
They seem to have dumped a whole ton of certs on people in the last couple of days; I'm up over 3000 certs that I certainly didn't earn.

The game is way better once you have a few of the major unlocks. I picked up the homing anti-tank and anti-air missile launchers, plus certed the fuck out of the Scythe. Flying around launching missiles at Mosquitoes and then finishing them off with a quick cannon burst is awesome. Sneaking behind enemy lines and blowing up all the outbound enemy air support is awesome. Flanking a tank column and blowing up all their AA Lightnings is awesome.

I think the only problem is that they've locked away a lot of the really good, fun stuff behind large cert point barriers, particularly for aircraft - obviously a money grab.

I'm really liking the way it's played for the past few days, really. I think I'll be certing out the Liberator next.

I mentioned the cert thing a page back. I've now gotten in the neighborhood of 7k vert points. I've unlocked all the things.


Title: Re: Planetside 2
Post by: Falconeer on November 09, 2012, 12:33:34 AM
Smed said there were things that would have taken a dedicated gamer months to unlock. I can't really see those, or figure them out. Are they not in yet, or it's just a matter of math and he meant it will take that long to unlock the last slot (usually in the 240-480 certs range) of every single unlockable?


Title: Re: Planetside 2
Post by: Engels on November 09, 2012, 09:34:16 AM
With my heavy assault TR toon, I keep on getting insta killed by VS Nova rifles. Anyone else experiencing this? Its gotten so bad I am sorta losing heart.


Title: Re: Planetside 2
Post by: Falconeer on November 09, 2012, 09:35:56 AM
Not sure if I get insta-killed but sometimes it toally feels like it. It helps to boost your armour or health. It doesn't cost much and I assume they balanced the game over that considering that it's only a matter of time before everyone has those upgrades.


Title: Re: Planetside 2
Post by: Engels on November 09, 2012, 09:50:06 AM
Also, the AA shoullder laucher seems mostly useless. Too long to get a lock, and they just chaff them so it never hits. Bitch moan whine complain, I know, but srsly, what's the danged point of even having them.


Title: Re: Planetside 2
Post by: Falconeer on November 09, 2012, 09:56:29 AM
I don't wanna defend the game at all costs, especially when it's about things where I am not that good myself, but launchers like many other things are pretty effective when you a) put some certs into it, and b) learn their strenghts and limitations. I wouldn't say this game has a real learning curve, but you definitely see your performance improving after a few days, regardless of how good your aim usually is at FPS.


Title: Re: Planetside 2
Post by: Engels on November 09, 2012, 09:59:58 AM
I don't wanna defend the game at all costs, especially when it's about things where I am not that good myself, but launchers like many other things are pretty effective when you a) put some certs into it, and b) learn their strenghts and limitations. I wouldn't say this game has a real learning curve, but you definitely see your performance improving after a few days, regardless of how good your aim usually is at FPS.

The TR AA launcher doesn't have any additional certs that I can see. Am I missing something?


Title: Re: Planetside 2
Post by: 01101010 on November 09, 2012, 10:02:09 AM
Also, the AA shoullder laucher seems mostly useless. Too long to get a lock, and they just chaff them so it never hits. Bitch moan whine complain, I know, but srsly, what's the danged point of even having them.

Having two at a time? Someone to make the bastard blow his chaff and the second to blow his ass up?


Title: Re: Planetside 2
Post by: Miasma on November 09, 2012, 10:27:51 AM
I have nothing to do this weekend so I've been reading the last few pages of this thread to see what people think and I honestly still have little idea.  Do you guys like this or not?


Title: Re: Planetside 2
Post by: Falconeer on November 09, 2012, 10:29:09 AM
No you are right they are not upgradable at the moment, but you can spend certs on the "sidegrades" that are the M) and the AR-30. One targets aircrafts, the other locks on tanks. The basic one though, the M7 is not that bad as it hurts infantry too and it's nice when you are area splash damaging that choke point. Also, I just checked and looks like all the certs for the other missile launchers are not in yet, even though there's a drop down menu (which is empty at the moment), so we can expect more stuff to fiddle with.

To Miasma, my vote is: "I like it a lot".


Title: Re: Planetside 2
Post by: Mrbloodworth on November 09, 2012, 10:35:02 AM
Do you guys like this or not?

I do. Yes.


Title: Re: Planetside 2
Post by: 01101010 on November 09, 2012, 11:17:54 AM
Do you guys like this or not?

I do. Yes.

You are dead to me - *tears sleeve


Title: Re: Planetside 2
Post by: Mrbloodworth on November 09, 2012, 11:36:59 AM
Sorry bro.

The things I bitch about likely belong to me, and a small set of people. This title, among other "shooters" of late have proven this to me. At the end of the day, this is Planetside. Its just a Planetside for a casual ( Read: Console ), loner variety that must be shooting 100% of the time,and go out of their way to reiterate they will never, EVER work with others.

As sad as that sounds to you and me, those are selling points to others. I do have fun when I play, not because in any real shape or form this resembles Planetside, but because of my friends, and who I play with. If anything, while team work is not required in any shape or form in this title. Teamwork is extremely fun to use with friends. I mostly play games with friends, and if anything, this is a great platform to do just that.

The game is made for the Zerg. In that way, at least ill have targets for a great while. How long will it hold me? No clue. But they were clearly not after a long term fan-base, but a churn that goes at the speed of respawn grinder they have created.

There will not be another game like this. Until Dice decides to show SOE how to do a Real Battleside:Araxis.



Title: Re: Planetside 2
Post by: 01101010 on November 09, 2012, 12:04:57 PM
Sorry bro.

The things I bitch about likely belong to me, and a small set of people. This title, among other "shooters" of late have proven this to me. At the end of the day, this is Planetside. Its just a Planetside for a casual ( Read: Console ), loner variety that must be shooting 100% of the time,and go out of their way to reiterate they will never, EVER work with others.

As sad as that sounds to you and me, those are selling points to others. I do have fun when I play, not because in any real shape or form this resembles Planetside, but because of my friends, and who I play with. If anything, while team work is not required in any shape or form in this title. Teamwork is extremely fun to use with friends. I mostly play games with friends, and if anything, this is a great platform to do just that.

The game is made for the Zerg. In that way, at least ill have targets for a great while. How long will it hold me? No clue. But they were clearly not after a long term fan-base, but a churn that goes at the speed of respawn grinder they have created.

There will not be another game like this. Until Dice decides to show SOE how to do a Real Battleside:Araxis.


I thought the green would have bled through.

My outfit dried up and even though we still have a forum, it is a shell of itself and once a month posts about who had a kid/got married/lost a job are about all it gets. Life happened so to speak, and broke up the party so no playing with the Alliance guys anymore and that really made PS1 for me.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 09, 2012, 12:34:22 PM
This is just depressing.

AGN PlanetSide 2 Instant Action: MLG Fall 2012 (http://www.youtube.com/watch?v=N2jnzP5JfEU&feature=youtu.be&a)

Many of thees people are "pro" gamers. That's fucking nuts.

Its the same thing going around in many reviews/previews right now:

1. Takes to long to get to a fight.
2. Having to get to a fight, seems like its a sin.
3. Lack of arrows pointing the way, seems to frustrate people.
4. "Luls" (SP? ) in action make people turn off. ( we are talking 1-5 minute here.. )
5. Friendly fire turning off players.
6. Needing a medic turns people off.


World has changed.


Title: Re: Planetside 2
Post by: Goumindong on November 09, 2012, 02:40:31 PM
With my heavy assault TR toon, I keep on getting insta killed by VS Nova rifles. Anyone else experiencing this? Its gotten so bad I am sorta losing heart.

The Nova is a shotgun and well, i don't feel like I can one shot anyone with it when I use it. Feels like it takes at least 3 shots to bring someone down.

Maybe it will if you get a head shot, but in general i feel like I get faster kills with the second Medic weapon than the shotgun.

Also, the AA shoullder laucher seems mostly useless. Too long to get a lock, and they just chaff them so it never hits. Bitch moan whine complain, I know, but srsly, what's the danged point of even having them.

Chaff once every 30 seconds right? Massed AA brings down aircraft fast

I have nothing to do this weekend so I've been reading the last few pages of this thread to see what people think and I honestly still have little idea.  Do you guys like this or not?

I like it. Its not nearly as fun when you're not in an organized group, but as soon as you are things get pretty fun.

If you go alone you don't have a medic to heal you or you are a medic. The number of people going alone means that a lot of people end up as medics and then they get rolled by heavy/light assaults. If they go heavy/light assault they get rolled by heavy/light assaults who have medic backups.

A strong squad makeup is pretty much entirely composed of heavy assaults/light assaults with only a handful of engineers and medics. And organizing that is not easy.


Title: Re: Planetside 2
Post by: Mac on November 10, 2012, 12:56:11 PM
This fucking game.

I love the game and it can be glorious, but holy shit can it fuck you over sometimes: Pull out AMS Sunderer, explode on spawn because some moron was apparently doing laps through the vehicle bay (both our sunderers blew up). Bye Bye 400 vehicle resources. No biggie, pull out tricked out Vanguard, drive 100m out of the facility, game crashes. Bye bye 250 vehicle resources.

So I switched sides and played Vanu Frogger with my Lightning at The Crown till weapons lock.



Title: Re: Planetside 2
Post by: Venkman on November 11, 2012, 05:01:07 PM
Its the same thing going around in many reviews/previews right now:

1. Takes to long to get to a fight.
2. Having to get to a fight, seems like its a sin.
3. Lack of arrows pointing the way, seems to frustrate people.
4. "Luls" (SP? ) in action make people turn off. ( we are talking 1-5 minute here.. )
5. Friendly fire turning off players.
6. Needing a medic turns people off.

World has changed.

What world has changed? Except for "7. Subscription Fee", all of these were complaints of PS1 and kept that niche too.

I hope PS2 does better commerically than the first, even if it's not for me personally. But it mostly doesn't solve many of the first one's problems, and creates some new ones. Maybe MMOFPS is just fundamentally unworkable. But I don't think that can be really known until there's more just one company making them.


Title: Re: Planetside 2
Post by: Ratman_tf on November 12, 2012, 09:47:19 AM
Anybody got a link to the beta download? My account shows I'm active, but I didn't get the link, or deleted that email.


Title: Re: Planetside 2
Post by: Malakili on November 12, 2012, 10:06:02 AM
Anybody got a link to the beta download? My account shows I'm active, but I didn't get the link, or deleted that email.

Not handy, but I think you can access it from your account if you login on the website.


Title: Re: Planetside 2
Post by: Falconeer on November 12, 2012, 11:26:47 AM
Can you all log in right now? My launcher refuses to give me any "install" or "play" button but there's no downtime scheduled apparently. Any idea? I played no problem up to last night, and now I am getting this on two computers. Could you please check if you can launch the game?

EDIT: Nevermind. My provider is fucked.


Title: Re: Planetside 2
Post by: Venkman on November 12, 2012, 01:14:47 PM
Anybody got a link to the beta download? My account shows I'm active, but I didn't get the link, or deleted that email.
This this one:

http://www.planetside2.com/download


Title: Re: Planetside 2
Post by: Mrbloodworth on November 13, 2012, 06:18:44 AM
Customization leak!


Patch notes from Friday:

Quote
All servers will come down at 1:15 AM PT for a game update. Downtime is anticipated to be less than 90 minutes. Players may note the following changes:


This war is gearing up and every empire is ready to make a major push. First all the facilities are online and if you want the access to regeneration, tanks, and better turrets? Each facility will provide you one of those bonuses. Get in there and secure them otherwise you are stuck with general issue. Make your empire proud!

Taking bases just got a little tougher recruit and there is no more flip flop capturing. You want to hold a facility you are going to have to earn it with our new tug or war style system. A strong squad (or bring a platoon) will ensure success more easily and feel free to make use of the new cover around capture points if you get pinned down.

General:

    The first phase of the new player experience has been added.
    Base facility ownership bonuses have been added.
    Tug of War capture mechanics have replaced the ticket system.
    Infantry jump height has been reduced slightly.
    Shields should now regenerate in a vehicle.
    Pain fields have been reimplemented at spawn points.

Notable Bug Fixes:

    The southwest Heyoka Tech Plant landing pad will now resupply friendly aircraft.
    Ikanam Bio Lab terminals will now spawn MBTs.
    Litchcorp Secure Mine now has AV and AA Phalanx turrets as intended.
    Players should now receive resources while in Phalanx turrets.
    Ikanam Bio Lab Teleporters and Forward Spawns should now change empire when captured.

Known Issue:

    Adjustments have been made to stats which may provide unexpected behavior. We anticipate this to be completely resolved with the next character wipe.
    Music may play unexpectedly and at inopportune times during base capture.

Weapons:

    New weapons are now available for certifications.
    Sniper Rifles now have additional attachments.
    The grenade warning indicator radius has been increased slightly.
    The Strong Arm and Pitcher certifications have been removed.
    Explosives and mines will now be persistent even when a class is changed.
    Grenades should now explode even after death.
    The MANA Turret certifications are now available. Each rank will decrease overheat time.

Classes:

    Resist Shield now has a movement penalty when active.
    The MAX certifications trees have been renamed. Ammo storage Canisters is now under utilities.
    MAX Kinetic Armor will now only resist small arms fire.
    Heavy Assault AA weapons now do less damage.

World:

    A number of facilities have additional defenses such as turrets, gates, cover, and more restrictive vehicle access added to them.
    Ownership of certain facilities will provide bonuses to empires on each continent:
        Biolab - Ownership of a biolab will provide health regeneration.
        Tech Plant - A Tech Plant is now required to spawn the Main Battle Tank (Vanguard, Prowler, Magrider).
        Amp Station - An Amp station reduces the time to overheat Phalanx turrets.

    Capturing all contested territories in a continent will provide a temporary bonus to the controlling empire:
        Indar - Reduction of cost for items purchased with Infantry resources.
        Esamir - Reduction of cost for vehicles purchased with mechanized resources.
        Amerish - Reduction of cost for aircraft purchased with aerospace resources.
    Capture mechanics have changed. Please see this thread for specifics on Tug of War capture.

Vehicles:

    Landing should be improved for aircraft with landing gear, it should be much easier to land and take no damage.
    Skyguard magazine size has been increased from 40 to 50.
    The recoil on the 120mm Prowler cannons has been reduced.
    Tanks are now more resistant to aircraft machines guns.
    Sunderer:
        AMS terminals now work on the sides. Terminals have been removed from the back.
        Visuals have been added for AMS and Ammo attachments.
    Galaxy:
        The Galaxy is now more resistant to Flak damage.
    Liberator:
        The resistance to most damage has been increased.
        The cone of the fire on the Tank Buster Cannon has been improved.
        The 105mm cannon has increased damage, projectile speed, and a lower reload time.
        The projectile speed of the 150mm cannon has been increased.
        The Shredder has increased damage.
    Fighters
        Air to Air missiles now have increased damage and lock on range.
        Rotary cannons now do less damage.
        Rocket Pods now have reduced damage and increased reload speed.


Title: Re: Planetside 2
Post by: Falconeer on November 13, 2012, 07:06:10 AM
Quote
General:

    The first phase of the new player experience has been added.

I played a fair amount since Friday and I haven't seen any trace of the "New Player Experience". What part of is supposed to be in the game yet?


Title: Re: Planetside 2
Post by: WayAbvPar on November 13, 2012, 08:29:37 AM
It desperately needs a tutorial. I played last night and had 4 other people explaining things to me on TS, and I was still almost completely clueless. If I was playing alone I would have quit 10 minutes into it.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 13, 2012, 08:30:04 AM
Check your inbox's, any one currently playing may have 5 keys to pass out. We have 8 days to go for launch, but, still. Keys.

What world has changed?

Some games simply can not be in the "30 minute bite" rule. You can see them striving for it with this game, in turn it invalidates having a massive world in the first place. What has changed, is now 5 minutes of not shooting is seen as a deficiency. They keep chasing this down  to try to remove it. To the point of it being in the base designs themselves ( Defenders Disadvantaged and urged to move along after the first life/assault of said base. The dam spawn buildings are on the perimeter of bases. Causing them to be the first things surrounded in an attack )

Chasing this design point is wrong for a game like Planetside, and its the thing that bothers me the most.


It does need a tutorial. I have not seen what they have added. They have talked about letting people use any weapon for a short time to be able to "test it". Personally, I think that's a terrible idea to give someone something, then take it away in the live setting. But this is another issue THEY created. With the removal of sanctuaries, and the opposition to anything that worked in the original that seem pervasive in this development. They completely remove the possibility, utility and clarity of purpose of the VR area in favor of the above. Its slightly mid boggling. But completely inline with "If you are not shooting, we are failing" mentality.


Here is the new "Tutorial":

AGN PlanetSide 2 Instant Action: Nov 10 Patch Review (http://youtu.be/a432dsN9YFQ)

They show you a short video, then drop you into a battle. Live.  :facepalm:

"If you are not shooting, we are failing". Anyone Miss Sanctuaries yet?



Title: Re: Planetside 2
Post by: Megrim on November 13, 2012, 11:38:59 AM
It desperately needs a tutorial. I played last night and had 4 other people explaining things to me on TS, and I was still almost completely clueless. If I was playing alone I would have quit 10 minutes into it.

What did you find so hard to work out? I'd never played a Planetside game before this one, and I thought it was fine.


Title: Re: Planetside 2
Post by: WayAbvPar on November 13, 2012, 12:06:08 PM
How do I find a battle? How do I join/quit a squad? How do I remap keys? How do I move the chat bar? What is the difference between the classes? What do the different guns in each class do? What are my objectives? How do I capture a point? What is a cert? How are they earned? How do I spend them? What do the markings on the mini map mean? How do I resize it or move it?

That is just what popped into my head today when I am not in game. It is pretty overwhelming when you are in game and trying to find out where the hell your friends are.


Title: Re: Planetside 2
Post by: Surlyboi on November 13, 2012, 12:14:13 PM
I've been playing for months and I just found out last week that if you hold shift while sniping, it holds your breath. It's not exactly intuitive.


Title: Re: Planetside 2
Post by: Megrim on November 13, 2012, 01:14:23 PM
How do I find a battle? How do I join/quit a squad? How do I remap keys? How do I move the chat bar? What is the difference between the classes? What do the different guns in each class do? What are my objectives? How do I capture a point? What is a cert? How are they earned? How do I spend them? What do the markings on the mini map mean? How do I resize it or move it?

That is just what popped into my head today when I am not in game. It is pretty overwhelming when you are in game and trying to find out where the hell your friends are.

Well, apart from resizing the chat box, you couldn't figure out any of that other stuff by taking a few minutes to look at the menus, or playing the game? Ok.


Title: Re: Planetside 2
Post by: Engels on November 13, 2012, 01:59:56 PM
Be fair, for someone who's never played PS period, a lot of this stuff is not remotely apparent. Why can I 'deploy' to hotspots on one continent but not all 3? Why is changing continents relegated to two smallish consoles at the main base warpgate?

There are a bagillion design decisions in PS2 that only make marginal sense if you've played PS1 to start with, and even then some are serious headscratchers. Like, stats/definitions for infantry and vehicular guns aren't in the main cert pages, but under an entirely different main menu system.

Anyone making apologies for the GUI of this game is a frothing fanboy from hell and can stfu.


Title: Re: Planetside 2
Post by: Venkman on November 13, 2012, 05:05:33 PM
Yea. You kinda really need to want to learn how to play PS2. They need that battleroom from the first one at least. The Map does work pretty well for getting to the action, but they need better indicators between "here's where 90% of everyone is" and "here's where one guy shot a bullet at a building by accident".

What world has changed?

Some games simply can not be in the "30 minute bite" rule. You can see them striving for it with this game, in turn it invalidates having a massive world in the first place. What has changed, is now 5 minutes of not shooting is seen as a deficiency. They keep chasing this down  to try to remove it. To the point of it being in the base designs themselves ( Defenders Disadvantaged and urged to move along after the first life/assault of said base. The dam spawn buildings are on the perimeter of bases. Causing them to be the first things surrounded in an attack )

Chasing this design point is wrong for a game like Planetside, and its the thing that bothers me the most.
I hear ya. But that's why those six complaints are still valid ten years later.

The vast majority of players are there to shoot things. I suspect this is why session-based FPS games continue to be the preferred way of playing. PS1 and PS2 are magical experiences when everything clicks. But for a drop-in-and-shoot-things player, those moments are too rare and separated by tens of minutes of running. Meanwhile they can be in a tank or plane within a minute of logging into BF*, or be shooting upwards of 32 enemies in CoD*.

That  does break the PS mold. But I don't know there's any more a market for "core PS" than there was a decade ago.

I personally feel the biggest thing they missed was separating newbs from vets. I get why they don't do it (FPS games mostly don't). But it's holding the game back from the market I think. They need to monetize the 3-5% of eyeballs that show up, which means a way large market of newbs to advance through a learning curve.


Title: Re: Planetside 2
Post by: Mac on November 13, 2012, 05:31:07 PM
I took me several days to figure out that if I bought upgrades for vehicles I had to actually equip them. The slots are unnamed and grayed out until you buy an upgrade for it and on weapons there is no attachment menu button till you've actually bought an attachment. You then realize that most of the armor and performance upgrades you bought are useless because you can only slot one of each for each slot.  :why_so_serious:

No biggie with the current cert rain and I'm fine with having to make choices, but it would be nice if this was more apparent for new players.


Title: Re: Planetside 2
Post by: UnSub on November 13, 2012, 09:20:08 PM
Yea. You kinda really need to want to learn how to play PS2.

If that's the case and SOE doesn't have a big tutorial mode being worked on right now, then SOE better hope PS2 is the funnest game ever.

As a F2P there are a lot of people who will give it a shot, but if they have to flounder around for an hour working out how to do stuff they'll quit and not come back.


Title: Re: Planetside 2
Post by: Ratman_tf on November 13, 2012, 10:18:25 PM
Anybody got a link to the beta download? My account shows I'm active, but I didn't get the link, or deleted that email.
This this one:

http://www.planetside2.com/download

Ah. Cunningly hidden, I see. Thanks.  :-)


Title: Re: Planetside 2
Post by: Mrbloodworth on November 14, 2012, 07:49:32 AM


http://store.steampowered.com/app/218230/


Title: Re: Planetside 2
Post by: Falconeer on November 14, 2012, 08:08:39 AM
The Steam move is really smart. It'll bring lots of cannon fodder people. Also, it will bring huge queues which will only be skipped by paying the monthly 15$. So, I don't know, meh.

I have a question. I could research this but I'll put it here cause I think it might be beneficial to others too.

What do levels do? I don't seem to see any direct consequence of leveling. Nothing unlocks, nothing changes, no particular rewards. Just a number and a title?


Title: Re: Planetside 2
Post by: Mrbloodworth on November 14, 2012, 08:30:32 AM
Battle rank does nothing, save for you get a new title ( A rank title ) and handful of Cert points. There are also some restrictions by battle rank on a very small number of items. The only other thing I think it does, that's not in yet, is you get more load-outs as you rank up.

Quote
   
   Update Notes 11.14.2012

    The client has been updated and players may note the following changes:

    Notable Bug Fixes:

        Restarting a Twitch stream after it failed due to a resolution change will no longer crash the client.
        Using the Record function in the microphone test settings will no longer cause issues with in game voice chat.
        The Invite to Platoon function should now properly allow invitations.
        The Heyoka Tech Plant southwest landing pad will now resupply aircraft.
        The Heavy Assault Overshield ability now functions as intended and takes more damage.
        Players will now receive resources even though they are in a Phalanx turret.
        Players will no longer spawn under the world after seeing a second loading screen.


    Gameplay Changes:

        MAX AV weaponry projectile speed has been increased.
        Control point neutralization rewards have been decreased.
        A number of outposts have been provided additional cover and tweaked with additional jump pads and walls to improve flow.
        Continent locking will now provide a 10% cost reduction to a single resource when owned.
        The Forward grip has been removed from a number of assault rifles, carbines, and light machine guns.
        The extended magazine skill has been removed from some light machine guns.
        Players will no regenerate health automatically without their empire owning a biolab.
        Performance Upgrades are now setup in packages.

    Flash

    Combat Chassis - Improved traction, turning, brakes and reverse speed.
    Runner Chassis - Improved speed and acceleration.
    Power Chassis - Improved handling and hill climbing.

    Sunderer

    Combat Chassis - Improved traction, turning, brakes and reverse speed.
    Runner Chassis - Improved speed and acceleration.

    Lightning

    Combat Chassis - Improved tank rotation, brakes and reverse speed.
    Runner Chassis - Improved speed and acceleration.

    Magrider

    Combat Chassis - Improved strafe, brakes and reverse speed.
    Runner Chassis - Improved speed and acceleration.

    Vanguard

    Combat Chassis - Improved tank rotation, brakes and reverse speed.
    Runner Chassis - Improved speed and acceleration.

    Prowler

    Combat Chassis - Improved tank rotation, brakes and reverse speed.
    Runner Chassis - Improved speed and acceleration.

    Scythe

    Dogfight Airframe - Improved turn, roll and agility.
    Air to Ground Airframe - Improved hover, air brake and vertical thrust.
    High Speed Airframe - Improved speed and afterburner.

    Reaver

    Dogfight Airframe - Improved turn, roll and agility.
    Air to Ground Airframe - Improved hover, air brake and vertical thrust.
    High Speed Airframe - Improved speed and afterburner.

    Mosquito

    Dogfight Airframe - Improved turn, roll and agility.
    Air to Ground Airframe - Improved hover, air brake and vertical thrust.
    High Speed Airframe - Improved speed and afterburner.

    Liberator

    Precision Bomber Airframe - Improved brakes, turn and roll.
    High-G Airframe - Improved vertical thrust, pitch and agility.
    High Speed Airframe - Improved speed and afterburner.

    Galaxy

    Precision Drops Airframe - Improved brakes, turn and roll.
    High-G Airframe - Improved vertical thrust, pitch and agility.
    High Speed Airframe - Improved speed and acceleration.



Title: Re: Planetside 2
Post by: Sky on November 14, 2012, 09:08:21 AM
Count me as another one that could use some tutage. I played for about an hour, went to some base and ran around trying to figure out how to gear up and then figure out how the infiltrator sniper guys works (apparently not well without certs as I could stealth for seconds at a stretch) and then went to sit in a turret because I saw some air activity. After plinking away uselessly at aircraft in the distance, a guy comes up and shoots at the turret, so I jump out to confront him and die instantly.

Then when I went to log in again a couple days later it wanted to download several gigs of patch, so I haven't played since and still have no clue what I was doing.


Title: Re: Planetside 2
Post by: Stormwaltz on November 14, 2012, 11:45:45 AM
Oh, cool, it's not just me.

I got in last night, and played for a half hour. I died a few times. I think I killed (or helped kill) a couple of people. I barely knew what I was doing, but I assumed that was because I haven't played a shooter any significant amount since BF42. I assumed everyone else was working off interface conventions established in those Call of Metal Warfare games I don't play.


Title: Re: Planetside 2
Post by: Falconeer on November 14, 2012, 12:00:02 PM
I am not saying people have to like hard things, but we are veterans here and we grew up with shitty UIs and no tutorials whatsoever. From a 2012 perspective this game is terrible when it comes to introducing itself to anyone.

But I am a little more surprised about the complains, in general (so not about Planetside). Sure, when you get into the game things are not immediately clear. But is it really so hard to figure out stuff? And is it really so painful?

I am sure the answer is yes, or we wouldn't be having this conversation, but I can't help but feel a little weird about it. This is not a 4X game. It's a shooter with a few rpg/meta element and a big map. Haven't we become a bit too spoiled?  (Again, this is NOT a defense of Planetside2, more like a sidetrack on older gamers).


Title: Re: Planetside 2
Post by: WayAbvPar on November 14, 2012, 12:00:55 PM
Figured out a bit more about how to maneuver around and where to find fights, but it is still pretty tough on a newcomer. I weep for anyone trying to play for free 6 months after release. All the hardcore folks will have uber-equipped characters on top of their knowledge of the game mechanics. It will be really tough to attract and keep non-masochists.

e- to answer Falconeer

With so many games to play these days (including several in this genre), PS2 needs to make a concerted effort to attract and retain new players. Think of how offputting Eve was (is), and how many times CCP revamped the new player experience to try to grow their player base. This feels similar- for someone who just wants to log in and shoot shit, it is a lot of work. I have been playing games for 30+ years, and shooters for 20+, and there are many things about PS2 I still don't understand after ~10 hours of playtime. Not being immediately great at the actual gameplay is expected, but I don't think some advice/information for new players is too great a demand.

And for the love of everything that is holy- PUT IN A FUCKING AUTORUN KEY. In an game that expects players to cover hundreds of kilometers in a play session, and where vehicles are not always available, not having an autorun key is fucking criminal.


Title: Re: Planetside 2
Post by: Stormwaltz on November 14, 2012, 12:50:57 PM
I started out in a base that was some kind of force-shielded oil rig thing. It took me a few minutes to first realize there were no ramps down to the ground from where I spawned, and then figure out what an elevator looked like (weird sparkle-tube) and take one to the surface.

That was less a UI convention problem and more of a level design trip-up. Still, that was my first experience in the game - trying to figure out how to reach the ground without splattering on it.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 14, 2012, 12:57:03 PM
We have 7 5 days people. The meta game is barely in. Like I said, they do not seem to have learned much from Planetside 1. Also, I would do my part as a PS2 community member to help new users, but I fear I will be once again labeled as a shill.

PUT IN A FUCKING AUTORUN KEY

This has been asked for since the tech test.  


Title: Re: Planetside 2
Post by: croaker69 on November 14, 2012, 01:59:40 PM
Figured out a bit more about how to maneuver around and where to find fights, but it is still pretty tough on a newcomer. I weep for anyone trying to play for free 6 months after release. All the hardcore folks will have uber-equipped characters on top of their knowledge of the game mechanics. It will be really tough to attract and keep non-masochists.

e- to answer Falconeer

With so many games to play these days (including several in this genre), PS2 needs to make a concerted effort to attract and retain new players. Think of how offputting Eve was (is), and how many times CCP revamped the new player experience to try to grow their player base. This feels similar- for someone who just wants to log in and shoot shit, it is a lot of work. I have been playing games for 30+ years, and shooters for 20+, and there are many things about PS2 I still don't understand after ~10 hours of playtime. Not being immediately great at the actual gameplay is expected, but I don't think some advice/information for new players is too great a demand.

And for the love of everything that is holy- PUT IN A FUCKING AUTORUN KEY. In an game that expects players to cover hundreds of kilometers in a play session, and where vehicles are not always available, not having an autorun key is fucking criminal.

If you're stuck in the middle-of-nowhere w/o a ride it's better to just use the redeploy feature to move to a spawn point.


Title: Re: Planetside 2
Post by: Goumindong on November 14, 2012, 03:02:50 PM

If you're stuck in the middle-of-nowhere w/o a ride it's better to just use the redeploy feature to move to a spawn point.

If only there were some sort of tutorial to explain that to people. And jump pads and teleporters...

The biggest map failing is that while everything else is marked, jump pads and teleporters and their destinations are not at all, which makes it a pain to get around in you haven't memorized anything


Title: Re: Planetside 2
Post by: Mac on November 14, 2012, 03:14:06 PM
I think it's easier to get vehicles in PS2 than in PS1, since they are no longer dependent on a captured Tech Plant but maybe I'm misremembering.

At most bases you can at least buy a Flash and it's cheap. Lightnings aren't that expensive, they are fast and a lot of fun. Better to roll with an oufit though, but that's not for everyone.


Title: Re: Planetside 2
Post by: WayAbvPar on November 14, 2012, 03:48:49 PM
If you have a group to play with, the game really shines. For a single player, it is going to suck a lot of ass.


Title: Re: Planetside 2
Post by: Venkman on November 14, 2012, 04:16:11 PM
I am sure the answer is yes, or we wouldn't be having this conversation, but I can't help but feel a little weird about it. This is not a 4X game. It's a shooter with a few rpg/meta element and a big map. Haven't we become a bit too spoiled? 
Nah. Why should we ask for what other contemporary games do better? We'll slog through it because we are veterans. But if we complain about it, imagine the average Halo 4 player.

Sure, ok, PS2 ain't for them any more that is for Black Ops II or Medal of Honor players. But then, nor should any company be trying a semi-big-budget game on  the nice faded-glory ex-PS1 player whose been around since insta-hally-hit/8x8 days when you didn't even get zone chat unless you used IRC.  :grin:


Title: Re: Planetside 2
Post by: 5150 on November 15, 2012, 03:56:33 AM
Anyone know if there is a final player wipe and if so when that will be?


Title: Re: Planetside 2
Post by: ilyatha on November 15, 2012, 05:52:51 AM
I believe that when the shut down beta tomorrow, they'll do a full wipe before the release on the 20th.


Title: Re: Planetside 2
Post by: Yoru on November 15, 2012, 06:39:59 AM
My primary concern with release is that they've locked most of the fun stuff (liberator bomb turret, fighter rockets/A2A missiles, heavy assault guided missile launchers) behind pretty substantial unlock barriers.

The lowest of them is the man-portable guided missile launchers, which cost about 100 certs. That's a couple solid days of playing for me, and I'm not sure I want to run around bored until then. The A2A missiles are my bar-none favorite and they're almost 1000 certs. I don't like flying around enough to drop 10 euros on unlocking the goddamn missiles, and 1000 cert points is almost a month of playtime for me.

Not to mention the additional 500-ish certs needed to reduce the unlock timers to a decent level, get flares ranked up high enough to not die repeatedly, etc.

If the game's not fun out of the gate, I fear for its long-term survivability.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2012, 06:40:15 AM
For those who need guidance, check out the button just about Play on the launcher.

The lowest of them is the man-portable guided missile launchers, which cost about 100 certs. That's a couple solid days of playing for me, and I'm not sure I want to run around bored until then.

If I am right, its 1 cert every 500 XP, also a handful each battle rank, and I believe you get certs every 8 hours while offline. There are also medals, "A Medal is awarded for obtaining a certain number of kills with each infantry and vehicle weapon." that are a sort of achievement. There are four levels of medals.

There are also kill streaks and such from Arena games of old.

Quote
Kill/Support    Bonuses
Bonus Type      Bonus XP
MAX kill      20
Headshot    10
Vengeance Kill    ?
Domination Kill    ?
Kill Streak    ?
Kill Streak Stop    ?
Group Kill    ?
Infantry Kill Assist    25
Infantry Critical Damage Assist    50
Vehicle Kill Assist    Varies
Vehicle Critical Damage Assist    Varies
Roadkill    10
Sunderer Spawn Bonus    5/Spawn
Ammunition Resupply    10/Magazine
Recon Detect Device Assist    ?
Repair Assist    5/tick
MAX Repair Assist    10/tick
Heal Assist    10/tick
Squad Heal/Repair Assist    +5/tick

Quote
Facility Bonuses
Action    Reward XP
Control Point Neutralization    100
Control Point Capture    100
Facility Capture    250-1000 (depends on the facility)
Initiate Generator Overload    100
Stabilize Generator    100
Generator Destruction    100
Destroy any Terminal    100


Title: Re: Planetside 2
Post by: kaid on November 15, 2012, 07:47:24 AM
I am not saying people have to like hard things, but we are veterans here and we grew up with shitty UIs and no tutorials whatsoever. From a 2012 perspective this game is terrible when it comes to introducing itself to anyone.

But I am a little more surprised about the complains, in general (so not about Planetside). Sure, when you get into the game things are not immediately clear. But is it really so hard to figure out stuff? And is it really so painful?

I am sure the answer is yes, or we wouldn't be having this conversation, but I can't help but feel a little weird about it. This is not a 4X game. It's a shooter with a few rpg/meta element and a big map. Haven't we become a bit too spoiled?  (Again, this is NOT a defense of Planetside2, more like a sidetrack on older gamers).

I would have to agree I figured most of the stuff out but until I went to my friends house for a week I never realized most of the basic guns you can select between auto fire and single fire so you can with a scope turn even a newb gun into a half decent sniper gun for engaging things at longer range.

They really could use a tutorial area like PS1 had. That let you play with virtual versions of all the weapons and all the gear and if you went through it you came out with a fair amount of certs and at least a working idea of the basics of the game.


Title: Re: Planetside 2
Post by: kaid on November 15, 2012, 07:48:34 AM
You can turn the sprint key to a toggle so it basically works like an auto run key. Go to options then gameplay I believe to turn that option on.

Figured out a bit more about how to maneuver around and where to find fights, but it is still pretty tough on a newcomer. I weep for anyone trying to play for free 6 months after release. All the hardcore folks will have uber-equipped characters on top of their knowledge of the game mechanics. It will be really tough to attract and keep non-masochists.

e- to answer Falconeer

With so many games to play these days (including several in this genre), PS2 needs to make a concerted effort to attract and retain new players. Think of how offputting Eve was (is), and how many times CCP revamped the new player experience to try to grow their player base. This feels similar- for someone who just wants to log in and shoot shit, it is a lot of work. I have been playing games for 30+ years, and shooters for 20+, and there are many things about PS2 I still don't understand after ~10 hours of playtime. Not being immediately great at the actual gameplay is expected, but I don't think some advice/information for new players is too great a demand.

And for the love of everything that is holy- PUT IN A FUCKING AUTORUN KEY. In an game that expects players to cover hundreds of kilometers in a play session, and where vehicles are not always available, not having an autorun key is fucking criminal.


Title: Re: Planetside 2
Post by: Sky on November 15, 2012, 08:00:02 AM
But I am a little more surprised about the complains, in general (so not about Planetside). Sure, when you get into the game things are not immediately clear. But is it really so hard to figure out stuff? And is it really so painful?
It's not fun. Why would I bother taking time to figure things out if it's not fun?
For a single player, it is going to suck a lot of ass.
And this is why it will fail to gain a large following. Even if you have a group to play with, you need to support players when their group isn't around or they just want to do their own thing in a supportive way. I played solo for most of the time in PS1 and it was fun (stealthing CE). And it added to the battle in a big way, capping towers setting up resupply, harassing the enemy supply lines, etc. Not putting in fun, interesting and helpful things for solo players is myopic.

This was a stupid impulse purchase for me. Too bad I can't return it. Ah, well.
But then, nor should any company be trying a semi-big-budget game on  the nice faded-glory ex-PS1 player whose been around since insta-hally-hit/8x8 days when you didn't even get zone chat unless you used IRC.  :grin:
That's about it, right there. And even from my side of the fence PS1 did it better.


Title: Re: Planetside 2
Post by: WayAbvPar on November 15, 2012, 08:52:10 AM
For all my complaining, I am almost certainly going to spring for the Alpha Squad package. There is enough beneath the surface to make me want to explore more. I wouldn't do it if I didn't have a clan, however.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2012, 08:59:03 AM
Who are you rolling with?


Title: Re: Planetside 2
Post by: WayAbvPar on November 15, 2012, 09:05:19 AM
My buddies from World of Tanks (Evil Chickens).

Quote
Congratulations!
Your name has successfully been reserved:
Kryten

So I am in  :grin:


Title: Re: Planetside 2
Post by: Falconeer on November 15, 2012, 09:25:38 AM
What bothers me is that game is launching in 5 days and SO MANY weapons and unlockables are not in yet. Look at this page and all the weapons (http://planetside.wikia.com/wiki/Weapons) that are supposed to be. I think it's not even 50%. And that reflects one of my feelings I had in the beta. There's not enough stuff worth unlocking. Don't get me wrong, I don't play a game like this to unlock stuff, but since the mechanic is in game, at the moment it just feels weak, underwhelming and unfinished. Hope they'll surprise us on launch day.


Title: Re: Planetside 2
Post by: Sky on November 15, 2012, 09:28:17 AM
And it needs the firing range for testing unlocks for both infantry and vehicles.

As a crappy solo newb, I'm not sure how I'll like having to pay for vehicles. I won't be earning much and I'll be dying quickly. For every 'learn to play' there is a 'I'll just go play something else'.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2012, 09:29:53 AM
Resources for spawning Vehicles is over time and based on how many territories your factions own. Nothing to do with you as an individual.


Title: Re: Planetside 2
Post by: 01101010 on November 15, 2012, 09:30:37 AM
Hope they'll surprise us on launch day.

Awwww...  :why_so_serious:


Title: Re: Planetside 2
Post by: WayAbvPar on November 15, 2012, 09:35:55 AM
Certs seem awfully slow to earn at first, but I have done a bit better as I learn the game and my FPS muscle memory starts to recover. Looking forward to flying shit around someday  :grin: Still think the first unlock for each class should be at like 10 certs rather than 50 or 250 or whatever the fuck it is now. Gotta give a brother a carrot early.


Title: Re: Planetside 2
Post by: Engels on November 15, 2012, 09:54:23 AM
Its a compromise with the F2P model. It sorta has to be. PS1 you had a pool of certs you could reset and chose differently, but you also payed 15 bucks a month. Here, they're counting on having you pay a bit here and there for certain permanent unlocks. I'm on the fence about it.

If it turns out that without high cert point unlocks you're really an ineffective second class citizen, then this will fail, since its not really F2P then. It may just work tho; I have friends that play World of Tanks without premium and grind the crap out of stuff to earn credits/exp for their tier 9/10 tanks. Its horridly painful and lord knows I couldn't do it, but they do, so who the hell knows. Maybe Sony knows exactly what they're doing <ducks behind barrage of incredulous laughter>


Title: Re: Planetside 2
Post by: Falconeer on November 15, 2012, 10:03:36 AM
My impression so far based on what is available now is the total opposite at the moment. That once you put like 500 - 1000 certs (which is really not much) into a given class, that's pretty much all you can do about it. Sure, more certs give you more options, but not more power. Which is why I said the whole idea of progressing feels stifled.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2012, 10:47:37 AM
Planetside 2 is a horizontal progression. This is an area they have been very good at keeping. You do not unlock power, you unlock options.

Quote
ineffective second class citizen

This is not the case.


Title: Re: Planetside 2
Post by: kaid on November 15, 2012, 10:53:45 AM
Certs seem awfully slow to earn at first, but I have done a bit better as I learn the game and my FPS muscle memory starts to recover. Looking forward to flying shit around someday  :grin: Still think the first unlock for each class should be at like 10 certs rather than 50 or 250 or whatever the fuck it is now. Gotta give a brother a carrot early.

One trick to getting used to games like this is play combat medic. Its a great way to learn where people head to and is super easy xp/cert gain as long as you can find a fight.


Title: Re: Planetside 2
Post by: kaid on November 15, 2012, 10:55:46 AM
Planetside 2 is a horizontal progression. This is an area they have been very good at keeping. You do not unlock power, you unlock options.

Yes this is pretty much how planetside 1 was as well and it worked well. You don't gain power so much as you gain versatility. You gain more things you can do but capping out power of one particular aspect is fairly easy. This is a good thing as it lets new players pretty easily compete and gives the people who have been playing longer the ability to fit into differnt roles as needed.


Title: Re: Planetside 2
Post by: WayAbvPar on November 15, 2012, 11:45:18 AM
Certs seem awfully slow to earn at first, but I have done a bit better as I learn the game and my FPS muscle memory starts to recover. Looking forward to flying shit around someday  :grin: Still think the first unlock for each class should be at like 10 certs rather than 50 or 250 or whatever the fuck it is now. Gotta give a brother a carrot early.

One trick to getting used to games like this is play combat medic. Its a great way to learn where people head to and is super easy xp/cert gain as long as you can find a fight.

Exactly what I was doing last night. I threw a couple of certs into the AoE/self heal too, so I was earning XP at a decent clip once I found a good battle.


Title: Re: Planetside 2
Post by: Miasma on November 15, 2012, 12:03:33 PM
Can one character switch roles and learn all certs or do you need to have a seperate character for each class?  Like can I make one character who can switch between medic and engineer or would that be two seperate characters to build?


Title: Re: Planetside 2
Post by: Trippy on November 15, 2012, 12:40:01 PM
You can switch with a single character. "Classes" are more like (semi) fixed loadouts.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2012, 12:46:48 PM
Can one character switch roles and learn all certs or do you need to have a seperate character for each class?  Like can I make one character who can switch between medic and engineer or would that be two seperate characters to build?

Cert gain is independent of what class you are playing. You can switch classes at any time, at any weapons terminal.


Title: Re: Planetside 2
Post by: Goumindong on November 15, 2012, 01:50:59 PM
Planetside 2 is a horizontal progression. This is an area they have been very good at keeping. You do not unlock power, you unlock options.

That is not really true, with the best example being in personal weapon upgrades

Some tradeoffs are just "explicitly good". And while once you have the initial options you're all on even ground it is most definitely the case that in the vast majority of situations the person that has spent cert points for the next tier gun will wreck you.

This is because, while everything has "tradeoffs", the next tier weapons are almost universally better for the type of combat that tends to happen. It is always the case that you will trade bullet speed for a bit of recoil. Bullet speed means that you have a split second advantage in short fights and the recoil is not enough so you can't hit things. It is always the case that you would trade bullet speed for damage, its hard enough with recoil to shoot things at long range anyway, so you might as well do more damage up close.

Its always the case that you want a foregrip over not having a foregrip, its always the case that you want a laser sight over not having a laser sight. Its always the case that you want a reflex sight over iron sights etc etc etc.

The same happens for vehicle weapons, though to a lesser extent. Zoom is always better than not having zoom.

New characters who do not have any upgrades yet must specialize into upgrades before they're on the same level as veterans who have those upgrades even if the upgrades themselves are horizontal.


Title: Re: Planetside 2
Post by: Engels on November 15, 2012, 01:54:24 PM
The better weapons cost upwards of 700 cert points each, not mentioning the mods on each weapon. So theoretically a single toon, after a while of grinding, can get the best weapon in ONE class, while someone that's paying for advancement can get all the good weapons/vehicle mods at once.

The versatility vs power isn't the same as in PS1. In PS1, you could recert if you weren't happy in a specific role. In PS2, you're stuck with what you've spent your certs on, unless I'm very much mistaken.


Title: Re: Planetside 2
Post by: Falconeer on November 15, 2012, 02:08:13 PM
I argue that the better weapons are not better at all.


Title: Re: Planetside 2
Post by: Engels on November 15, 2012, 02:14:18 PM
I argue that the better weapons are not better at all.

I'd argue the contrary, but lo and behold, I'm unable to test this one way or the other because I don't have 700 cert points lying around, having to have spent a bunch on nanoweave armor so I'm not a one-shot wonder to a cloaker with a shotty.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 15, 2012, 02:25:34 PM
I have tested them, they are situational. Even HA.

As a heavy, you start with a dumb fire launcher, it has high damage. Your options are an AA launcher, that can only lock and and target air, or a ground version that has lock on too, but can only do ground. Both have less out put of the one you start with.

The idea that this is anywhere close to comparable to having a sword that does more damage to your opponent ( Vertical progression ) is out there. I have seen more vertical progression in Medal of honor and CoD. A few weeks back they gave retarded amounts of certs, I have had a full kited and unlocked Toon before. When specialized, you will get trounced by the wrong situation. Engels has a point though, this is not as tight as PS1 was. You are not mistaken Engels about the certs, you can not un-spend them. However they are not ability points or the like, there is no upper limit to how many you can have, nor is cert gain locked to any role, and many unlocks are cross Class.


Title: Re: Planetside 2
Post by: 01101010 on November 15, 2012, 02:36:37 PM
I got pretty damn good with the Suppressor  :drill:


Title: Re: Planetside 2
Post by: Yoru on November 15, 2012, 03:20:59 PM
I have tested them, they are situational. Even HA.

As a heavy, you start with a dumb fire launcher, it has high damage. Your options are an AA launcher, that can only lock and and target air, or a ground version that has lock on too, but can only do ground. Both have less out put of the one you start with.

I call bullshit. I have all three of those unlocked. You're correct for the dumbfire vs. the homing anti-tank missile launcher; the former gives you more damage, while the latter semi-guarantees a hit if you lock on (barring IR smoke upgrades or terrain).

However, the SAM launcher is just plain 100% better at shooting down aircraft than the dumbfire launcher, because aircraft move fucking fast. The only thing you'll be firing the dumbfire launcher at is grounded aircraft or maybe Galaxies while they take-off/land.

It gets much more egregious when you look at fighter aircraft. All fighters start out with a simple all-around gun as the primary weapon and no secondary weapon. Yes, you can sidegrade the primary weapon, but once you spend the nearly 1000 cert points to unlock a secondary, you are straight-up better off than before.

Adding a secondary means you're strengthening your capabilities in one arena while sacrificing nothing; there is absolutely no case where you'd choose not to have a secondary at all. You can get the A2S rocket pods and thus vastly increase your efficacy vs. hard targets on the ground; have you tried killing a tank with the basic primary gun? The rockets are essential for effective A2S firepower.

Alternately, you get the homing A2A missiles and become significantly more deadly against other aircraft - in particular, against other fighters. Between missile launches, you can swap back over to the gun and continue to harass your target, who now has to worry about both evading your missile and evading your stream of hot lead. You are considerably more powerful, period.

It's not quite pay-to-win, but there is a significant jump up in efficacy with your first weapon unlocks for most vehicles.


Title: Re: Planetside 2
Post by: 01101010 on November 15, 2012, 03:48:37 PM
I have tested them, they are situational. Even HA.

As a heavy, you start with a dumb fire launcher, it has high damage. Your options are an AA launcher, that can only lock and and target air, or a ground version that has lock on too, but can only do ground. Both have less out put of the one you start with.

I call bullshit. I have all three of those unlocked. You're correct for the dumbfire vs. the homing anti-tank missile launcher; the former gives you more damage, while the latter semi-guarantees a hit if you lock on (barring IR smoke upgrades or terrain).


So this thing acts like a Decimator that upgrades to a Striker? Just for reference to an old fart


Title: Re: Planetside 2
Post by: Goumindong on November 15, 2012, 05:44:28 PM
The better weapons cost upwards of 700 cert points each, not mentioning the mods on each weapon.

Currently the second Medic Weapon for Vanu at 48 cert points is better than the base in every way. It is more accurate under sustained or initial fire and shoots faster. As a recompense it has faster damage falloff.

Faster damage falloff is worthless since you're going to be close enough for it to not matter or not hitting/killing targets fast enough anyway.

The ammo for this, at 50 cert points is currently bonus damage for slower bullet travel time. Since bullets travel so fast anyway and again, since you can't hit anything super far away fast enough to kill it due to recoil this drawback doesn't matter. So you buy it and your gun does more damage.

Then you add on a laser sight or foregrip for another 50 cert points for explicitly better recoil mechanics or hip accuracy and a night vision sight(or reflex sight) for easier time aiming at the medium range targets you now explicitly out-dps and out shoot because your upgrades are explicitly upgrades.

Most classes have an upgrade weapon that fits in this category (like the minigun for TR heavies. Straight up baller upgrade) as do most vehicle guns (the .50 cal is a straight up upgrade from the initial "anti-everything gun" on tanks and Sunderers)

And lets not forget the upgrades like "more hit points" or "you take less damage"...

Its true that two people who have the same upgrade points will have had to chose between two different advantage paths but this is not at issue. At issue is the claim that a new character is not disadvantaged compared to an old character in a straight up fight and this is just plain not true. The Older character will have unlocked some upgrade path and that upgrade path while maybe comparable to other upgrade paths will be strictly superior to nothing.


Title: Re: Planetside 2
Post by: Kitsune on November 15, 2012, 06:47:05 PM
So I decided to log in yesterday and got a faceful of Jesusfuck what the hell is going on?  I logged in, the game dropped me in a pod right smack next to an enemy base.  Which would be fine, if there were any friendlies within a mile of me.  There weren't, and a passing tank shot me.

I then respawned in friendly territory, which resembles a kicked anthill.  Other players are scattering off in every direction.  People are spawning Sunderers and then driving off without any passengers.  Not one person seems to have the first clue about what's going on, where the enemy is, or what anyone is doing.  Eventually I get one-shotted somehow.

Respawn again, oh there goes a friendly tank.  Without a gunner.  I race after it and manage to get in, and ride along as the driver proceeds to head straight for the closest enemy base.  Alone.  His valiant charge lasts until we run up against three enemy tanks loitering around their base, at which point we explode.

Respawn again, and change class to engineer.  Walk outside to where three other players are taking potshots at the enemy base and tanks.  I have no idea if they're hitting anything.  A tank rolls by, I shoot it.  Nothing happens.  I have no idea whether Pulsars still have an armor-piercing mode, so I randomly hit buttons and only accomplish going into single-fire mode, which doesn't really help.  A friendly tank comes by with smoke coming out of it, so I pull out my armor fixer and start repairing it, up until it bumps into me and I fall through the ground.  Welp.

At that point, I just logged out.


Title: Re: Planetside 2
Post by: Goumindong on November 15, 2012, 09:36:50 PM
There is a single fire mode?


Title: Re: Planetside 2
Post by: Falconeer on November 15, 2012, 11:53:37 PM
some weapons have more than one fire mode. It's the B key.


Title: Re: Planetside 2
Post by: 01101010 on November 16, 2012, 02:41:26 AM
So I decided to log in yesterday and got a faceful of Jesusfuck what the hell is going on?  I logged in, the game dropped me in a pod right smack next to an enemy base.  Which would be fine, if there were any friendlies within a mile of me.  There weren't, and a passing tank shot me.

I then respawned in friendly territory, which resembles a kicked anthill.  Other players are scattering off in every direction.  People are spawning Sunderers and then driving off without any passengers.  Not one person seems to have the first clue about what's going on, where the enemy is, or what anyone is doing.  Eventually I get one-shotted somehow.

Respawn again, oh there goes a friendly tank.  Without a gunner.  I race after it and manage to get in, and ride along as the driver proceeds to head straight for the closest enemy base.  Alone.  His valiant charge lasts until we run up against three enemy tanks loitering around their base, at which point we explode.

Respawn again, and change class to engineer.  Walk outside to where three other players are taking potshots at the enemy base and tanks.  I have no idea if they're hitting anything.  A tank rolls by, I shoot it.  Nothing happens.  I have no idea whether Pulsars still have an armor-piercing mode, so I randomly hit buttons and only accomplish going into single-fire mode, which doesn't really help.  A friendly tank comes by with smoke coming out of it, so I pull out my armor fixer and start repairing it, up until it bumps into me and I fall through the ground.  Welp.

At that point, I just logged out.

Now THAT sounds like the PS I used to know.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Falconeer on November 16, 2012, 05:26:41 AM
Smed says we need a clean install. Patching the beta client won't do.

(http://i48.tinypic.com/2h71h4w.jpg)


Title: Re: Planetside 2
Post by: Sky on November 16, 2012, 07:36:48 AM
Son of a. Not really surprised though, given how many gigs my client wants to download. I'll just nuke it until they put out the release client.

Also, lol hammered servers.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 16, 2012, 07:43:04 AM
I plan on downloading from steam. Even if its likely just the launcher.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 16, 2012, 09:00:22 AM
Quote
Below are a few additional changes we wanted to list from the update earlier this week Most are bug fixes:

Classes:

    Icarus Jumpjets have been removed as a certification.
    Infiltrators can no longer use shotguns.
    Purchasing maximum ammo capacity on the Lightning Skyguard will not lower your magazine size.


Weapons:

    The smoke launcher listed as the underbarrel shotgun has been removed for the Light Assault/Engineer carbine.
    The TR MSW-R will now show a magazine during reload.
    The Suppressor and Flash Suppressor are now attachable on the T1B Cycler.
    Soft and Velocity Ammo, the Suppressor, Flash Suppressor, Underbarrel shotgun, and smoke launcher are now available on the T1S Cycler.
    Players can now equip attachments to the Gauss Compact S Carbine.
    The Pandora shotgun will now display a magazine during reload animation.
    The NC Stalker is now available for purchase.
    Anti-Armor ammunition certification has been removed.
    The V10 sniper rifle now has the correct attachment certifications available and no longer has an incorrect animation with the iron sights.
    The T16 Soft Point ammunition can now be purchased with certifications.
    Purchasing a Manticore will now correctly grant the item.
    The T7 mini-chaingun extended magazine no longer shows up under the Rail section of the loadout.
    The NC Rebel pistol will no longer present the player with an iron sight when zooming in.
    Purchasing the 4X Laser Scope on the GD-7F will no longer unlock the 6X Scope.
    C4 can now be placed while sprinting.
    Players can now equip a suppressor to the EM6 Warlord.
    The Ts4 Haymaker can now equip purchased certifications.


UI:

    No one but an Outfit Leader can now transfer Outfit Leadership.
    Squad members can no longer spawn on a dead squad leader.
    The deployment notification (Deploy ) will now only appear when a player is stopped.
    
  • Manually resizing the window will properly scale the UI.
  • The Prowler anchored mode will now show up in the HUD correctly.
  • Keybindings will now clear properly when holding the Escape key.
  • Purchasing mines will now display an increase in quantity as intended.
  • All Outfit members can now effectively use the Outfit channel, not just the channel creator.
  • Kill assists will now properly display their source of damage.
  • The Squad invite window will no longer remain on the HUD after receiving multiple invites.
  • The Recon Detect Device Icon will no longer overlap other minimap indicators.
  • The flight movement controls should appear properly labeled with keybindings.
  • Auto Squad mechanics will now execute at the correct time for new players.
  • Grenades should no longer disappear from loadout when empty.
  • Minimap icons are now present for Kawatee Amp Station on Amerish.
  • The Eisa Tech Plant minimap icons are now present when in the Eisa Mining Operatoin spawn room.
  • The minimap will now properly display data when traveling at high speed.
  • The Spawn Beacon cooldown timer will persist regardless of whether a player logs in and out of the game.
  • The Quick Action Menu will no longer cut off a players name if they have a title equipped.
  • The Instant Action cooldown is now 15 minutes.
  • The ammunition counter will now properly update on the ESF HUD.
  • Using the Ask for Help functionality while dead will no longer cause the player to become stuck.
  • Using a terminal will no longer cancel reloading.



World:

    A MAX corpse will no longer block a terminal from use.
    Tumas Tech Plant Capture Point is now functioning.
    New players will no longer have a cool down on Instant Action after landing in a drop pod.
    Players can no longer be killed by interacting with certain pillars in the warpgate.
    The Saurva forward spawn on Indar will no longer revert capture if an opposing empire isn't within range.
    The Ymir Bio Lab jump pads are all now functional.
    Infiltrator "hold breath" is now bindable to a key.
    Players are no longer able to become stuck in a building at the Ascent on Amerish.
    Players will now collide with opposed empire soldiers.
    Regional influence will now display correctly at West Pass Watchtower.
    The Howling Pass Checkpoint spawn room now has a pain field.
    The pain field in Quartz Ridge Camp no longer extends beyond the respawn room.
    The Pain Field in Torremar Storage Yard now works as intended.
    The Empire Pie Chart will no longer display negative values.
    Spawn Beacons can no longer be placed indoors.
    The Wokuk Amp Station Vehicle terminal will no longer spawn vehicles into walls.
    The gravity pads at Howling Pass Checkpoint are now functioning as intended.
    The Aramax Chemical Company gravity elevator pads will now function correctly.
    Players should no longer spawn into the game prior to the facility structure terrain.
    The Bastion gravity pads on Amerish will now function as intended.
    Spawning at the East Canyon Checkpoint will no longer result in the players death.
    Capture point B at the J908 Impact Site can now be captured.


Visuals:

    Infantry will no longer shake when in an idle stance.
    The Jackhammer will no longer leave the players hand while firing.
    The Phantom sniper rifle sights now appear correctly when using them.
    The Laser Sight particle effect is now functioning as intended.
    Grenades should no longer warp through the air when thrown.
    The Recon Detect Device glowing orbs should now be visible when shot at close range.
    Phalanx Anti-Ground turrets should no longer play the recoil animation twice for each shot fired.
    The wheels and handlebar will now function and turn in the right direction.
    The C4 animations should now look more natural.
    The animations for throwing and detonating C4 should now look correct.


Audio:

    Players occupying the same vehicle should now be able to hear each others spotting audio.
    Using the record function in the microphone test settings will no prevent voice functionality.


Relevant to the current discussion:
Quote
Hey all -

Based on a lot of feedback on the current weapon cert prices being too high from a time investment point of view, we're going to be making some adjustments to both cert gain rate and cert costs for weapon unlocks. This will affect both vehicle and infantry weapons.

Some notes:
1 - Our goal here is to reduce the overall time investment for weapons by about 30% on the top end weapon unlocks.
2 - StationCash prices are remaining exactly where they are.

We're doing two things to accomplish this change.

First, we'll be changing the XP:Cert ratio to 250:1. So you'll be earning cert points twice as fast as the current build.

Second, we'll be adjusting many of the cert prices to compensate for this increase, most certs for things like class abilities,attachments, etc. will be doubling to maintain the same overall time investment as current, but weapon certs will be increasing by a smaller amount or in some cases staying the same, effectively reducing the total time investment for unlocking items. The new weapon cert costs will be:

SC Cost | Old Cert Cost | New Cert Cost | Overall time investment delta
----250 --|--------- 50--------|---------100--- ----|---------0%
----500 --|---------250------| ---------250-------| ---------50%
----700 --|---------375------| ---------500-------| ---------33%
----700 --|---------550------| ---------750-------| ---------32%
----700 --|---------725------| --------1000-- ---| ---------31%

At launch all weapons will fall into one of those 5 price categories. As you can see, these prices combined with doubling the cert gain rate effectively cuts the total time investment for the top end weapons down by 30+% for all players.

As always, thanks for your continued feedback about the game. And remember, that doesn't end when the beta does, we want to keep hearing from you throughout the life of the game.

-
mh


Title: Re: Planetside 2
Post by: Ratman_tf on November 16, 2012, 01:11:48 PM
Heh. My first moment in PS2, I got dropped by pod, landed and some dude was standing there and shot me dead.
I then spent a few minutes respawning and dying to various stuff.
I think I killed one person when I took a MAX suit.

So far game is confusing and unintuitive. I can't point out one specific thing, but the whole of the UI screams "PISS OFF!" to me.


Title: Re: Planetside 2
Post by: Miasma on November 16, 2012, 05:03:29 PM
Got into beta on the last day and it looks like fun.  As mentioned by others I had no clue what I was doing.  So I can't heal myself as a medic, that medic gun is only good on others?  I'll have to scrounge around some wiki's this weekend.


Title: Re: Planetside 2
Post by: Goumindong on November 16, 2012, 08:30:44 PM
Got into beta on the last day and it looks like fun.  As mentioned by others I had no clue what I was doing.  So I can't heal myself as a medic, that medic gun is only good on others?  I'll have to scrounge around some wiki's this weekend.

Press f. aura healing ability


Title: Re: Planetside 2
Post by: UnSub on November 16, 2012, 09:14:00 PM
If people on f13.net - who aren't exactly new to MMOs - are finding PS2 unintuitive, the I predict this game won't be the success SOE wants it to be.


Title: Re: Planetside 2
Post by: WayAbvPar on November 17, 2012, 12:35:58 AM
It takes a few hours to acclimatize, but it is pretty fun once you have an idea of WTF is going on. Reminds me of a space aged WWIIOL. The map isn't quite as big, but the feeling of having to search for battles, limited spawn resources, etc are very similar. Probably why I learned to like it  :grin:


Title: Re: Planetside 2
Post by: Jobu on November 17, 2012, 08:04:16 PM
I'm tempted to play "tour guide" or try to find a Planetside University outfit the first few weeks to help players get situated and comfortable with the game. It was always fun running into players like that in EVE, maybe it's time for me to return the favor.


Title: Re: Planetside 2
Post by: Engels on November 18, 2012, 10:03:11 AM
Can we get an updated roster of who's planning to be on what server, playing what side? I say this because I strongly suspect that my WoT clan won't be playing PS2. In other words, chances are Way and I will be looking for a home.


Title: Re: Planetside 2
Post by: Falconeer on November 18, 2012, 10:08:27 AM
EU here :(

Anyway, New Conglomerate. Are the server names already known?


Title: Re: Planetside 2
Post by: Surlyboi on November 18, 2012, 11:20:46 AM
NC, one of the east coast servers.


Title: Re: Planetside 2
Post by: satael on November 18, 2012, 12:28:53 PM
I'll probably try ps2 again at some point but probably not too soon unless I find a group to play with since the solo player experience is less than stellar (and on a eu server)


Title: Re: Planetside 2
Post by: Miasma on November 18, 2012, 01:34:03 PM
An earlier post said we needed to download a whole new client, is that available yet?


Title: Re: Planetside 2
Post by: snowwy on November 18, 2012, 02:05:00 PM
An earlier post said we needed to download a whole new client, is that available yet?
Not until the 20th sadly. Going VS on the Miller EU server myself, playing with EU-Goons.


Title: Re: Planetside 2
Post by: Stormwaltz on November 18, 2012, 02:06:04 PM
The beta uninstaller crashes when I try to run it.  :oh_i_see:


Title: Re: Planetside 2
Post by: Malakili on November 18, 2012, 02:06:49 PM
The beta uninstaller crashes when I try to run it.  :oh_i_see:

Same problem.


Title: Re: Planetside 2
Post by: Nija on November 18, 2012, 10:59:16 PM
I'm playing NC on Connery. (US west coast)

https://www.youtube.com/watch?v=HM0gPmkCYsg


Title: Re: Planetside 2
Post by: Yoru on November 19, 2012, 12:00:41 AM
I'll be playing VS on one of the EU servers; not sure which one yet. Sadly, my PC will be in boxes for the better part of the next month, so I won't get much of a chance to play.


Title: Re: Planetside 2
Post by: Engels on November 19, 2012, 12:08:20 AM
The beta uninstaller crashes when I try to run it.  :oh_i_see:

Same problem.

Same problem. Not a problem if they're gonna patch the launcher, but I somehow doubt it. Anyone got a work around?


Title: Re: Planetside 2
Post by: Falconeer on November 19, 2012, 12:27:03 AM
I am just gonna delete the beta folder and to hell with that, confiding that a fresh Steam install will do it.


Title: Re: Planetside 2
Post by: Gets on November 19, 2012, 01:06:11 AM
Uninstaller crashes here too. Fellate me forever, SOE.


Title: Re: Planetside 2
Post by: Tale on November 19, 2012, 01:08:53 AM
They only say these "you must uninstall the beta" things for support reasons. There's probably no reason to actually do it.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 19, 2012, 06:21:07 AM
From all sources, you need to use the launch client. The beta client is dead.

Did some Digging:   http://help.station.sony.com/app/answers/detail/a_id/36735

Manual uninstall.

EDIT:

Quote
Removing the directory takes care of almost everything related to PS2 (we had our engineers confirm it). The installer from launch will ensure nothing odd is left. The last thing we want is folks not being able to play on Tuesday. -RadarX


Title: Re: Planetside 2
Post by: 01101010 on November 19, 2012, 07:49:36 AM
Quote
Removing the directory takes care of almost everything related to PS2 (we had our engineers confirm it). The installer from launch will ensure nothing odd is left. The last thing we want is folks not being able to play on Tuesday. -RadarX

Priceless....


Title: Re: Planetside 2
Post by: Falconeer on November 19, 2012, 09:34:12 AM
What is really weird is that the website is in some strange lockdown, with the countdown dominating the scene. I don't know where are you gathering information, but if they keep it this way all we'll be able to do on Tuesday will be starting a big huge download, a few thousands of us all at once. That can't possibly go wrong...


Title: Re: Planetside 2
Post by: Mrbloodworth on November 19, 2012, 09:35:27 AM
Planetside Universe. Also, everyone has to download tomorrow, from Steam or SOE sources.


Title: Re: Planetside 2
Post by: Falconeer on November 19, 2012, 09:47:15 AM
Welp.

(https://dl.dropbox.com/u/3584773/psu.png)

 :oh_i_see:

Also, thanks a lot for the link Bloodworth.

Here's the Launch Faq. (http://www.planetside-universe.com/showthread.php?t=50136)


EDIT to add: Detailed uninstall information requiring you to manually remove leftover dlls? (http://help.station.sony.com/app/answers/detail/a_id/36735) Oh my.


Title: Re: Planetside 2
Post by: 01101010 on November 19, 2012, 10:39:56 AM
Welp.

(https://dl.dropbox.com/u/3584773/psu.png)

 :oh_i_see:

Also, thanks a lot for the link Bloodworth.

Here's the Launch Faq. (http://www.planetside-universe.com/showthread.php?t=50136)


EDIT to add: Detailed uninstall information requiring you to manually remove leftover dlls? (http://help.station.sony.com/app/answers/detail/a_id/36735) Oh my.

:popcorn:

But at least it is only one .DLL file and they tell you exactly where it is. Right??


fake edit: BW, where you playing this at? I'll poke at it in a week or two and since none of the AA Alliance guys are around, I'll need someone to shoot in the back with decimato...erm, rocket launcher things.



Title: Re: Planetside 2
Post by: Mrbloodworth on November 19, 2012, 10:48:29 AM
US East: Mattherson

My old Outfit has scatted to the wind, we had a rather healthy group of EU and US players in many time zones. My End up forming an outfit and taking any alts and mains from the old members. Not quite sure yet. May just roll into BWC as an option, they were part of what was one a multi-outfit alliance with us. It will get figured out over the coming weeks. Until then I do have a group of local friends who will be playing, and you are welcome to join, we use a Vent server, and in game VOIP.

I can tell you this though, may of us are looking at this version way more casually than before. I think a lot of outfits are. Not really a need in this version for anything else.

EDIT: Falc: -RadarX's post refers to the left over .DLL's


Title: Re: Planetside 2
Post by: Jimbo on November 19, 2012, 06:23:53 PM
U.S. East, I'm looking for an outfit.  I guess the more populated server.  PBRsupercool is my game name, TR all the way!

What time can we start downloading?


Title: Re: Planetside 2
Post by: Surlyboi on November 19, 2012, 08:36:29 PM
According to the website, about 13 hours from now.


Title: Re: Planetside 2
Post by: Miasma on November 19, 2012, 08:42:13 PM
Hmm, I won't even be able to start the download before going to work so that it's ready when I get home then.


Title: Re: Planetside 2
Post by: Falconeer on November 20, 2012, 12:31:45 AM
Me and my buddies will be on the EU Woodman Server, New Conglomerate. If you see the [AJEJ] tag, that's us.


Title: Re: Planetside 2
Post by: schpain on November 20, 2012, 03:10:26 AM
Rhea (Aus Server), Vanu


Title: Re: Planetside 2
Post by: Gets on November 20, 2012, 04:31:07 AM
EU NC here most likely. If they have solidified the game engine for lower end systems like they were on track of for a bit I'll play. I just have to figure out how I can use my Sony Funnymoney on the EU servers.


Title: Re: Planetside 2
Post by: Kageru on November 20, 2012, 04:49:31 AM

we got an aus server, we got an aus server... /happydance.

I have no idea what it's called, but since there's probably only one I don't figure I need to.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 09:53:56 AM
Planetside 2 - Ultra Graphics No HUD Gameplay (http://www.youtube.com/watch?v=VaYNzn8PTl8&feature=youtu.be&hd=1)

6 minutes to go!


Title: Re: Planetside 2
Post by: WayAbvPar on November 20, 2012, 09:55:02 AM
Going to try to grab our Outfit tag on an East Coast server as NC, then maybe do a TR alt on the WC. I wanna play space hippy but Engels holds deeply held prejudices against them from PS1 apparently  :grin:


e- Steam download started. Shockingly getting ~ 3mb./s so far. We'll see how long that lasts.


Title: Re: Planetside 2
Post by: Falconeer on November 20, 2012, 10:02:10 AM
Seems to me that the official website has crashed badly when countdown reached zero. Steam, on the other hand, is downloading full speed (1.2 M/sec in my case) with no problems whatsoever.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 10:05:37 AM
Word is, restart steam if install or download has issues.


EDIT: Are you guys getting the full client from steam?


Title: Re: Planetside 2
Post by: WayAbvPar on November 20, 2012, 10:07:53 AM
Seem to be, yeah.


Title: Re: Planetside 2
Post by: Malakili on November 20, 2012, 10:09:52 AM
Word is, restart steam if install or download has issues.


EDIT: Are you guys getting the full client from steam?

This worked for me.


Title: Re: Planetside 2
Post by: Falconeer on November 20, 2012, 10:10:07 AM
I am going with Steam, absolutely. I actually tried to convince people for a few days that Steam was the way to go, but didn't really succeed. *So far*, seems like I bet on the right horse.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 10:10:27 AM
Seem to be, yeah.

That's, surprising, and good.


Steam Forums were also added, and...are full of Impatient people.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 10:35:19 AM
Also: http://www.planetside2.com/game-tutorials


Title: Re: Planetside 2
Post by: WayAbvPar on November 20, 2012, 10:53:31 AM
In. Created outfit Evil Chickens [EVIL] on Waterson (East Coast). Character name Kryten (NC). Also created a character on Connery (West Coast)- LordFlashHeart (TR).


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 10:55:39 AM
That was quick. Servers melting?


Title: Re: Planetside 2
Post by: Yoru on November 20, 2012, 11:10:49 AM
Installed, logged in. I'm VS on EU/Miller. And that's about all I have time for today; just made my dude for passive cert gain.  :oh_i_see:


Title: Re: Planetside 2
Post by: WayAbvPar on November 20, 2012, 11:16:10 AM
That was quick. Servers melting?

Got to BR 2 and then it locked up..not sure if the servers died or what. Gonna try to get back in now.


Title: Re: Planetside 2
Post by: 01101010 on November 20, 2012, 11:16:21 AM

Steam Forums were also added, and...are full of Impatient people.

Higby's target audience...  :oh_i_see:


Title: Re: Planetside 2
Post by: Sky on November 20, 2012, 11:22:12 AM
For those of you downloading through steam, did you buy it on steam? Or can I download my direct sale copy through there?


Title: Re: Planetside 2
Post by: Gets on November 20, 2012, 11:25:09 AM
Game is free, brah.


Title: Re: Planetside 2
Post by: Miasma on November 20, 2012, 11:25:50 AM
If you bought the alpha pack I imagine you can still download the client from steam and just use the same login info to get your goodies.  I usually only startup steam if I'm playing something from it so I'll just do the standard download.


Title: Re: Planetside 2
Post by: Sky on November 20, 2012, 11:26:39 AM
Now I feel really dumb for buying this game. Ye gods.


Title: Re: Planetside 2
Post by: Stormwaltz on November 20, 2012, 11:36:24 AM
I logged in for the first time, and had no choice where to spawn. The game dropped me in front of three enemies. I was dead in seconds.

Great game design in action.  :oh_i_see:


Title: Re: Planetside 2
Post by: kaid on November 20, 2012, 11:39:43 AM
I logged in for the first time, and had no choice where to spawn. The game dropped me in front of three enemies. I was dead in seconds.

Great game design in action.  :oh_i_see:

Yup I have mocked my friends at SOE for the idea of the tutorial in game is to immediately start you in a drop pod going to a hotspot that may or may not have any friendlies near it. Skeet shooting for noobs.


Title: Re: Planetside 2
Post by: Gets on November 20, 2012, 11:41:07 AM
If you press "Instant Action" you get exactly that which is being advertised.


Title: Re: Planetside 2
Post by: Falconeer on November 20, 2012, 11:43:50 AM
Please don't take this too seriously, and I know it's old, but you know all those complains about the game not having a tutorial, not being friendly, not explaining stuff, etc?

Well... (http://www.youtube.com/watch?v=W1ZtBCpo0eU&list=FLH_utxR8sYp9ypEacAnJJhw&index=2&feature=plpp_video)


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 11:53:55 AM
I logged in for the first time, and had no choice where to spawn. The game dropped me in front of three enemies. I was dead in seconds.

Great game design in action.  :oh_i_see:

Product of the : "If you are not shooting, we are failing" mentality.

I blame CoD.

Quote
Totalbiscuit ‏@Totalbiscuit

What kind of sorcery is this? My Planetside 2 is running on High at over twice the framerate it was in beta

False Positive?


Title: Re: Planetside 2
Post by: satael on November 20, 2012, 12:09:26 PM
GAME ERROR G15
MALFUNCTION:
GAMEERROR.DEFAULTMESSAGE


... :oh_i_see:


Title: Re: Planetside 2
Post by: Miasma on November 20, 2012, 12:09:55 PM
Now I feel really dumb for buying this game. Ye gods.
Well you have the equivalent amount of station cash now so you can buy some certs.

I logged in for the first time, and had no choice where to spawn. The game dropped me in front of three enemies. I was dead in seconds.

Great game design in action.  :oh_i_see:
Yeah that seems to be the default right after character creation, you don't get to spawn at a safe base or anything.  It's pretty dumb.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 20, 2012, 12:16:25 PM
GAME ERROR G15
MALFUNCTION:
GAMEERROR.DEFAULTMESSAGE


... :oh_i_see:

Quote
John Smedley ‏@j_smedley

We are experiencing high load on woodman and are making some adjustments. Some may see g15 error


Now I feel really dumb for buying this game. Ye gods.
Well you have the equivalent amount of station cash now so you can buy some certs.

Weapons/Unlocks, not certs.



Also: dear god...


Title: Re: Planetside 2
Post by: Engels on November 20, 2012, 01:26:18 PM
In. Created outfit Evil Chickens [EVIL] on Waterson (East Coast). Character name Kryten (NC). Also created a character on Connery (West Coast)- LordFlashHeart (TR).

Woo hoo! Rock on. If any of you are looking for a home on PS2 and are interested in the above server/faction, let us (Way or I) know.


Title: Re: Planetside 2
Post by: HaemishM on November 20, 2012, 02:08:05 PM
I made a Terran named Haemish on Connery. I'll try to make an NC on Waterson tonight.


Title: Re: Planetside 2
Post by: 01101010 on November 20, 2012, 04:33:51 PM
Made a dirty NC on waterson just to see the game since Mattherson seems to be locked out. No idea wtf I am doing, but got 4 kills and then destroyed abruptly in whatever the fuck base I got dropped by. Overall it feels rather slow.


Title: Re: Planetside 2
Post by: waffel on November 20, 2012, 04:41:29 PM
I love the "Picked to spawn in middle of enemy base, died in 3 seconds, wtf?" vs the "Ran around for 10 minutes and didn't see anyone, wtf?" viewpoints.


Title: Re: Planetside 2
Post by: Miasma on November 20, 2012, 05:21:55 PM
Went into launch day knowing about being pod dropped right after character creation.

Created character.
Pod dropped.
Intentionally maneuver my pod so that it smashes into an enemy aircraft to destroy it.
No, the impact killed me and did nothing to the aircraft.

So, I died even before I hit the ground, beat that!


Title: Re: Planetside 2
Post by: Threash on November 20, 2012, 05:34:10 PM
Apparently i have 550 station points from when i played EQ2, what should i get? Complete noob here, never played beta never played PS1 so any leg up will be helpful.


Title: Re: Planetside 2
Post by: Cadaverine on November 20, 2012, 05:43:09 PM
Beta client won't uninstall.  Uninstall manually.
Try to download client from Steam?  Won't install(no subscription)

 :awesome_for_real:

I think it's a sign.


Title: Re: Planetside 2
Post by: Goumindong on November 20, 2012, 05:46:00 PM
Installed from steam:

Crashed on loading twice in a row


Title: Re: Planetside 2
Post by: Falconeer on November 20, 2012, 05:52:40 PM
The "No subscription" thing on Steam is solved by restarting Steam. Uninstall is performed by deleting the beta folder. Crash on loading is apparently just a result of high traffic. Solved by trying again.


Title: Re: Planetside 2
Post by: Jobu on November 20, 2012, 06:00:28 PM
Connery and Waterson are the two big destinations for all the major outfits. If anyone is at all unsure where to play, those are probably a good place to ensure you have good fights and decent people next to you.

And lots of server queues, maybe.

source: http://www.reddit.com/r/Planetside/comments/13exmq/we_have_the_server_names_so_what_servers_are_all/


Title: Re: Planetside 2
Post by: WayAbvPar on November 20, 2012, 06:02:22 PM
Heh I can pick 'em at random I guess.


Title: Re: Planetside 2
Post by: Jobu on November 20, 2012, 06:07:05 PM
Apparently i have 550 station points from when i played EQ2, what should i get? Complete noob here, never played beta never played PS1 so any leg up will be helpful.

Buy the 7 day XP boost. It will help you gets certs a lot more quickly.


Title: Re: Planetside 2
Post by: Threash on November 20, 2012, 06:10:55 PM
Is that seven days of online time or a ticking clock kinda thing?


Title: Re: Planetside 2
Post by: Jobu on November 20, 2012, 06:14:17 PM
Is that seven days of online time or a ticking clock kinda thing?

I believe it's a ticking clock thing, but I'm not positive. There's smaller ones too for less money, like 1 and 3 days or so.



Title: Re: Planetside 2
Post by: Jimbo on November 20, 2012, 06:21:25 PM
US east coast Waterson, made a smurf named SmurfSkippy.  Tried to add Way's Kryten and can't find outfits to join?  Says there is a list, but no list.



Title: Re: Planetside 2
Post by: Sky on November 20, 2012, 06:23:30 PM
Can someone less lazy (or more invested in this game BW) put together a quick server/player list of f13 folks?

Because...

(http://i2.cdn.turner.com/cnn/dam/assets/120814065359-kotter-john-sylvester-white-horizontal-gallery.jpg)


Title: Re: Planetside 2
Post by: 01101010 on November 20, 2012, 07:19:29 PM
Mattherson - Fews (if I ever get in) :: TR
Waterson - Javen :: NC (I vomit a little each time - but at least I get in)
Genudine - Kerosene :: VS (for the HA HAs)


Title: Re: Planetside 2
Post by: Cadaverine on November 20, 2012, 07:28:03 PM
Waterson - Noitek


Title: Re: Planetside 2
Post by: Stormwaltz on November 20, 2012, 07:34:55 PM
I love the "Picked to spawn in middle of enemy base, died in 3 seconds, wtf?" vs the "Ran around for 10 minutes and didn't see anyone, wtf?" viewpoints.

I did see plenty of players in those ten minutes - or at least their HUD icons moving around through buildings and whatnot. What I didn't see was a way to the ground.

Eh. I don't think it's unreasonable to want a happy medium between "spawn a mile from the front line" and "spawn twelve feet in front of an enemy squad."

EDIT: I'm on Waterson because... um, because of Calvin & Hobbes. Sue me. Character Stormwaltz, Vanu because I'm hip on transhumanism, the singularity, and all that other nerd-rapture stuff. But you don't want me in your outfit because I suck. :P


Title: Re: Planetside 2
Post by: WayAbvPar on November 20, 2012, 07:51:23 PM
US east coast Waterson, made a smurf named SmurfSkippy.  Tried to add Way's Kryten and can't find outfits to join?  Says there is a list, but no list.



OK I saw your friend request but didn't know who you were so I didn't add you yet. Will rectify that when I get back on.


Title: Re: Planetside 2
Post by: Kageru on November 20, 2012, 08:04:17 PM

Server broken... get to sit there and press play, while the terrible music drives me insane, and nothing happens. Got to love launch.


Title: Re: Planetside 2
Post by: Jobu on November 20, 2012, 08:12:37 PM
Eh. I don't think it's unreasonable to want a happy medium between "spawn a mile from the front line" and "spawn twelve feet in front of an enemy squad."

Once more players certify mobile spawn points, and if you join up with a squad leader who can support squad spawning, that covers the midground pretty well. But, unfortunately, it ultimately relies on faith in your fellow soldiers to know what they're doing.


Title: Re: Planetside 2
Post by: Threash on November 20, 2012, 08:18:20 PM
Well i most certainly hope nobody had any faith in me because i had no clue what i was doing.


Title: Re: Planetside 2
Post by: Jimbo on November 20, 2012, 08:19:48 PM
Finally able to make some toon's!

East Coast US Servers
Waterson--  SmurfSkippy
Mattherson-- PBRsupercool

Will be a medic or engineer and usually driving a "bang bus w/lights" (had to get the skirt lights for it).  Debating on what weapons to throw on the Sunderer, thinking of just the .50 cal's and asap on the dang AMS function.


Title: Re: Planetside 2
Post by: Kageru on November 20, 2012, 08:45:29 PM

Doesn't recognize left-handed mouse and can't do key-bindings from the pregame settings screen. Nothing I love more than getting dropped in and nothing works right.


Title: Re: Planetside 2
Post by: Surlyboi on November 20, 2012, 09:16:01 PM
Waterson - NC - Diziet


Title: Re: Planetside 2
Post by: veredus on November 20, 2012, 09:20:57 PM
Connery - Toadchewer - TR


Title: Re: Planetside 2
Post by: Sky on November 20, 2012, 09:56:59 PM
The HUD is impossible to read for the most part at 1080p, not couch-friendly.

CashWiley - NC - Waterson


Title: Re: Planetside 2
Post by: Brogarn on November 21, 2012, 03:35:54 AM
Apparently I can't remap movement keys? That's a game breaker for me. I've run with ESDF for years now and can't stand WASD. Unless someone sees something I'm missing... ?


Title: Re: Planetside 2
Post by: 01101010 on November 21, 2012, 04:03:14 AM
Apparently I can't remap movement keys? That's a game breaker for me. I've run with ESDF for years now and can't stand WASD. Unless someone sees something I'm missing... ?

Umm.. escape key > settings (bottom right) > infantry tab? I reset all my keys in every game. The tabs at the top threw me for a bit though.


Title: Re: Planetside 2
Post by: Brogarn on November 21, 2012, 04:49:13 AM
Umm.. escape key > settings (bottom right) > infantry tab? I reset all my keys in every game. The tabs at the top threw me for a bit though.

Oh. Right. The infantry tab and not the keyboard tab. Makes perfect sense. :oh_i_see:

Seriously, though, thanks. I'll take a look at that tonight.


Title: Re: Planetside 2
Post by: Kageru on November 21, 2012, 06:10:57 AM

The aussie server has been broken or down pretty much all day. Got to play a little though.

It does pretty much what I expect out of an MMO-FPS. The sight of a large massed force fighting a pitched battle is quite epic. But of course it brings the other issues of many battles being more about massively imbalanced battles or chasing the annoying veteran around the excessively large base. After a while you start to miss the more tuned and balanced maps which focus the action. And the shooting is a little clunky, maybe it will be better when I've filled out my cert list a bit more.

It's sort of fun, it would quite probably be more fun in an organized outfit, but that's not really what I want out of shooters. I'll keep playing it though, because there's not a lot of other options for really large battles with a strategic layer.


Title: Re: Planetside 2
Post by: kaid on November 21, 2012, 07:09:02 AM

Doesn't recognize left-handed mouse and can't do key-bindings from the pregame settings screen. Nothing I love more than getting dropped in and nothing works right.


Actually you can but you have to do it before you finish character creation. But from that screen you can access the settings button.


Title: Re: Planetside 2
Post by: Kageru on November 21, 2012, 07:14:54 AM

Doesn't recognize left-handed mouse and can't do key-bindings from the pregame settings screen. Nothing I love more than getting dropped in and nothing works right.


Actually you can but you have to do it before you finish character creation. But from that screen you can access the settings button.

The settings screen from outside the game is limited to graphic options only.

So, you passively generate certs over time according to the wiki. Is that per character or per account?


Title: Re: Planetside 2
Post by: kaid on November 21, 2012, 07:20:31 AM
Apparently I can't remap movement keys? That's a game breaker for me. I've run with ESDF for years now and can't stand WASD. Unless someone sees something I'm missing... ?

Nope you can remap them fine. I am working with ESDF myself one thing to note make sure you remap ground and air vehicle keys at the same time to save yourself embarassment of auto ejecting from your plane while flying(/hides face).


Title: Re: Planetside 2
Post by: 01101010 on November 21, 2012, 08:10:13 AM
So far, the game is decent. It lacks an 'interactive' part with the bases though. I really dislike the missing hacking portion. The bases are decent, but way too open which negates a lot of the strat the first game had. I get a real paintball feel here. About the only thing active worth doing is dropping gens to drop force fields. I get the purpose of the game, but it just feels like it lacks substance - which echoes my ever persistent opinion of this game. Likewise, the bases themselves, while incredibly large, had no personality to them. I could not tell you any base name I was at on either my NC on Amerish (at least I think it was Amerish on the loading screen) or on my Vanu on some ice continent. Hell most of the times I popped open my map, I was zoomed in to the point of only seeing the base I was on - till I realized I could zoom out and even then it was chaotic at best. I am hoping with more playtime, shit will become more familiar and take on something memorable instead of shooting people at base A and standing by some console B. Bases need to stick out to have any salience... though I fear in the end, there really isn't any.

It does have some of the planetside feel to it and there is the lemmings situation that was abundant last night on my TR. Taking whatever the fuck base we were at and NC had TR stuck trying to get into the two doorways. 35 minutes of silliness and grenades and dead bodies. Then I realized most of the NC holding the doors had GOON tags. Good on them for the organization... really shows it works in a game like this.

And holy shit is faction recognition a complete pain in the ass. That marker over their character is about the only thing that I can distinguish. There was a reason the three teams were different colors... here everyone wears the same shit only with different armor accents and helmets. I am still torn on the MAX units. They are marginally different from each other and retain some of the same qualities as each other like the weapon off the arm rather than part of it like on the VS and NC originals... I can deal with the fact everyone gets dual weapons on the units I guess. I dislike the fact you can gun down a MAX with a standard loadout though. I miss the AP round switch and the HUGE TTK on the MAX units unless you had deci's. They really feel like rexo armor with dual weapons...maybe a little stronger. HA seems to be better overall with the shield ability than a clumsy MAX. But hey, at least I can tell those factions in their MAX suits.

Overall, I'll probably dink around in this game till the next BF installment turns it into a barren wasteland. Not sure I'll be sticking with my TR though... seems I should leave the glory days of my TR behind with the real Planetside.


Title: Re: Planetside 2
Post by: Threash on November 21, 2012, 08:29:32 AM
I'd get so much more exp if people would just accept their freaking rez.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 21, 2012, 08:46:12 AM
I'd get so much more exp if people would just accept their freaking rez.

Can't, To busy buying hubcaps for my Flash.


Title: Re: Planetside 2
Post by: WayAbvPar on November 21, 2012, 10:28:56 AM
Character names, servers, factions, etc (http://forums.f13.net/index.php?topic=22775.msg1134718#msg1134718)

Let me know if I missed anyone. Please post in that thread with corrections or new info. Those of you on Waterson/NC that would like to join Evil Chickens, let me know in game and we will get you invited. We use TeamSpeak 3 to communicate.


Title: Re: Planetside 2
Post by: Cadaverine on November 21, 2012, 02:42:58 PM
And holy shit is faction recognition a complete pain in the ass.

This.  TR isn't too bad, being red, but telling NC and Vanu apart can be a bit of a pain in the ass at times.  It's even worse when it's dark.



Title: Re: Planetside 2
Post by: Miasma on November 21, 2012, 03:00:10 PM
Shoot anything without a big icon above it.


Title: Re: Planetside 2
Post by: Falconeer on November 21, 2012, 05:03:23 PM
That does not work. Lots of infantry enemies don't have any icon on their heads until someone from your team 'spots' them (default key Q). In fact, a safe method to tell foes fromfriends is to shoot anything that does NOT have an icon on theor head, since friends always have the little blue triangle.
But wait until you start seeing people with the white camo uniform. It's identical for all the three factions, with the only thing different being the helmet (Usually dark, with a just a few blue, red, or purple stripes based on team). It's crazy, just crazy. And did I mention "night"?


Title: Re: Planetside 2
Post by: Trippy on November 21, 2012, 05:06:43 PM
I just shoot everything and wait to see if I get the TK warning :awesome_for_real:


Title: Re: Planetside 2
Post by: Cadaverine on November 21, 2012, 05:33:52 PM
Yeah, the camo uniform was what was throwing me off yesterday.  

Edit: Not that I need any help sucking, or anything.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Miasma on November 21, 2012, 06:41:08 PM
In fact, a safe method to tell foes fromfriends is to shoot anything that does NOT have an icon on theor head
That's what I said.


Title: Re: Planetside 2
Post by: Ingmar on November 21, 2012, 06:47:01 PM
Always nice to see devs increasing their support for the color-blind.  :heartbreak:


Title: Re: Planetside 2
Post by: Kageru on November 21, 2012, 06:49:07 PM
Shoot anything without a big icon above it.

Big icon? They're pretty tiny.

Biolab is one of the worst point defence maps I've seen...


Title: Re: Planetside 2
Post by: Surlyboi on November 21, 2012, 08:10:14 PM
Started Bat Country on Waterson for NC. Feel free to join.


Title: Re: Planetside 2
Post by: Sky on November 21, 2012, 09:38:42 PM
Big icon? They're pretty tiny.
I hope granular HUD scaling goes in ASAP. I'm about to run without the HUD for all the difference the miniscules make.

Seriously, the tiny text in my previous post? That's how big it it. I can't read that, maybe it's just that I have a tv and sofa setup, but there's no reason to leave off scaling the HUD since pretty much anything else does it.


Title: Re: Planetside 2
Post by: Falconeer on November 21, 2012, 11:33:09 PM
In fact, a safe method to tell foes fromfriends is to shoot anything that does NOT have an icon on theor head
That's what I said.

Ugh, you are right  :awesome_for_real:


Title: Re: Planetside 2
Post by: Stormwaltz on November 21, 2012, 11:55:52 PM
Eh, forget it. I'm too awful at these games. After getting killed over a dozen times without a single kill or assist to my credit, I deleted my character and uninstalled. Back to playing against bots.


Title: Re: Planetside 2
Post by: WayAbvPar on November 21, 2012, 11:56:28 PM
Started Bat Country on Waterson for NC. Feel free to join.
Nooooo! Come join us in Evil Chickens! We have TS. And pie.


Title: Re: Planetside 2
Post by: HaemishM on November 22, 2012, 12:04:27 AM
I made HaemishM on Waterson (NC).


Title: Re: Planetside 2
Post by: Kageru on November 22, 2012, 12:05:12 AM
It's a game for veterans in companies to stomp noobs. The huge maps favor a tight group which can be an absolute misery for the opposition. The hopelessly weak base defences encourage aggressive play and vehicles. But it's really not that great a shooter, the lag is awful, the art style is incredibly boring as are the bases and weapons and getting stomped is no fun. I don't think this has too much chance of becoming a mainstream hit.


Title: Re: Planetside 2
Post by: Falconeer on November 22, 2012, 12:28:14 AM
My impression is that they definitely didn't put in it the resources to make it a mainstream hit. From the lack of advertising to the absence of an intro movie or any tutorial, it reeks of what it is: a half-niche free-to-play product that hopes doesn't close the door to larger crowds but doesn't really believe in it, and probably doesn't need it.

I'd dare to say that it didn't cost them much (compared to AAA mmorpg), and neither it will (they don't really need to produce content, which is why they never had to shut down Planetside 1) so they can bank on the limited amount of people that will certainly stick around.
Hell, they launched in Europe with two servers. Can't remember any MMO outside of Anarchy Online (2001) to launch with such low expectations.

That said, I think it's a great game.


Title: Re: Planetside 2
Post by: Malakili on November 22, 2012, 06:24:10 AM
It's a game for veterans in companies to stomp noobs.

I played quite a bit in the beta, and when I first loaded up live I chose my server and faction and then BAM I was literally drop podding into the action.  I was fine, but all I could think about was how totally hosed someone would have been if it were their very first time.  That being said, I don't think it is overall THAT noob unfriendly.  Although veterans are obviously going to stomp for a bit, there isn't a huge penalty for dying, so as long as someone likes the general idea they probably won't be scared off.


Title: Re: Planetside 2
Post by: Miasma on November 22, 2012, 06:26:29 AM
Eh, forget it. I'm too awful at these games. After getting killed over a dozen times without a single kill or assist to my credit, I deleted my character and uninstalled. Back to playing against bots.
I'm by no means good anymore and in a typical fps it would make me feel bad that I was weighing my team of eight or sixteen down but you really can't go wrong in this setting since your team size isn't limited.  Even if all I do is get shot and killed that's still time the enemy had to spend on me and ammo they lost :) .

Just don't kill anyone on your own team and you're still helping.  Man a turret, drive up a sunderer with the spawn point upgrade or roll heavy assault and just hang back with an anti aircraft rocket.


Title: Re: Planetside 2
Post by: 5150 on November 22, 2012, 06:37:38 AM
Played last night

Didnt enjoy it much, got killed loads and no idea where the hostiles were.

Performance was low

Spawned at a warpgate and took ages to drive to a battle (got killed by a friendly on the way just for shits and giggles I guess)

Didn't really know what I was doing at the base other than trying to kill people (no idea where they are because the mini map is too confusing)

Would rather play PS1 for free


Title: Re: Planetside 2
Post by: Hawkbit on November 22, 2012, 06:41:02 AM
Played last night

Didnt enjoy it much, got killed loads and no idea where the hostiles were.

Performance was low

Spawned at a warpgate and took ages to drive to a battle (got killed by a friendly on the way just for shits and giggles I guess)

Didn't really know what I was doing at the base other than trying to kill people (no idea where they are because the mini map is too confusing)

Would rather play PS1 for free

This mimicked my exact experience.  I won't be playing again.  FWIW, I was invited to Dust514 recently, and had virtually the exact same experience there.

Part of the problem is that I'm not giving these games enough time and practice to get good.  Because of how the games work, it's really hard to get ramped up to not suck.  Yes, I am old and my FPS days are behind me.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 22, 2012, 07:47:31 AM
If you are a noob, hit me up. I'm running an outfit and we will take time to show you the ropes. At the very least I can explain concepts and such.


Title: Re: Planetside 2
Post by: Koyasha on November 22, 2012, 08:02:25 AM
As far as I could tell, one of the best parts of the original Planetside is entirely absent here: the VR Training facilities.  Those were one of the things I've always praised about Planetside (and said they should be improved, but even as they were they were already decent) because it meant being able to try out weapons and vehicles before spending certs on them.

Also, being dropped into the middle of a battle as soon as I log in before even understanding what's going on, my controls, weapons, etc...it wasn't a particularly fun experience.  I'm not sure if I had more out of game guidance (website, forums, something) in the original Planetside or not, but at least I was in Sanctuary where I had time to wander around, get a feel for stuff, go into VR Training, and ask stupid questions.  Of course, I sucked at the original Planetside too, but at least I wasn't completely lost.

For an obvious example of failure to explain, at one point the battle front had moved away or I'd spawned in some distance away.  I saw someone sitting in a Galaxy alone.  I wandered up and tried to figure out how to board.  Could not figure it out.  After a minute or so, before I got around to asking how one boards a transport, he flew away.  As far as I could tell, the dropship was empty.  The dude was flying an empty dropship to the battle because apparently, no one could figure out how to board it.  Or maybe he hadn't figured out how to unlock it?  Whatever the case, there seemed to be a distinct failure for the game to communicate something, to someone.


Title: Re: Planetside 2
Post by: Threash on November 22, 2012, 08:12:43 AM
You get close and "Press E to board" pops up. 


Title: Re: Planetside 2
Post by: Sky on November 22, 2012, 08:24:06 AM
I sat in a sunderer for a while trying to shoot aircraft, but it was just a dude using it to drive to a base. Difficult to get a lock and he parked it in a shitty spot. I also tried a lightning which was lulz, because I had no idea where the enemy was so I just drove around a bit until I got bored. I did get into one base battle, got cornered in a building by a couple guys in multi-person tanks, tried to pop out and grenade them. Finally one of them jumped out and shot me. Pretty much any time someone got in my face it was die time. I also tried putting down a couple turrets, I miss the old engineer. The glowing shield on the turret really sucked at night, though I think I found a decent place to kind of hide it from infantry behind some bushes.

I picked VS at first before I saw f13 was rolling NC on the server. I think my VS guy was 0 kills 5 deaths, my NC guy is 0 kills 1 death, iirc.

Since it's f2p I don't have a huge problem with the learning curve part. It's the apparent lack of a useful solo role (that PS1 integrated well) and ye gods the HUD.

Is it Battlefield/TOR style cap points? I was in an NC base when I was a barney and couldn't hack a terminal thing with the NC logo and a [C] or something.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 22, 2012, 08:52:58 AM
You can try any item by attempting to buy, there is an option to do a trial of it. DO NOT MIX WITH BOOSTS at this time.


Title: Re: Planetside 2
Post by: Jobu on November 22, 2012, 10:00:04 AM
Is it Battlefield/TOR style cap points? I was in an NC base when I was a barney and couldn't hack a terminal thing with the NC logo and a [C] or something.

It's different for each base, but basically there's a "tug of war" mechanic on all the capture points. You need to maintain a presence of players nearby, say, Point [C] for it to drain influence away from the controlling team. You don't have to "use" it or anything, just stand nearby so you see the big purple bar on your screen. Some bases have only one point, others have up to three.

Facilities have an extra quirk, where there are satellite outposts nearby that you can capture to spawn from. Except they aren't labelled as well as the A, B, C capture points so they're easy to miss. Their icon basically looks like a big downward arrow.

There's more complexity on all of the above, but every objective has that basic mechanic as it's foundation.


Title: Re: Planetside 2
Post by: Malakili on November 22, 2012, 10:16:29 AM


Is it Battlefield/TOR style cap points? I was in an NC base when I was a barney and couldn't hack a terminal thing with the NC logo and a [C] or something.

I think the only thing you can hack in the game are enemy equipment terminals that you can use as if they were your own after they've been hacked.  But you don't need to hack to capture points.


Title: Re: Planetside 2
Post by: Miasma on November 22, 2012, 10:21:43 AM
If you don't want to drive from the warpgate (which you shouldn't do unless you want a tank and there are no spawns closer) just bring up the map and click on one of the green dots closer to the fight.

The guy with the sunderer probably parked in what you consider a crappy location because they are mainly used as mobile spawn locations, so you want them safe and out of view of aerial units.

Just hit "E" to enter a vehicle, it won't let you if it's full.  Once in the vehicle use f1-f12 to change positions, not all of them will have turrets.

The base layout (http://www.youtube.com/watch?feature=player_embedded&v=-idK9AJ_7Vo) tutorial video tries to explain wtf is going on with capturing.  It looks like it will take a lot of experience to really understand though.


Title: Re: Planetside 2
Post by: Nija on November 22, 2012, 01:40:29 PM
Another thing about vehicles - hit page down and it lets you set the vehicle to squad/outfit only or entirely locked. Chances are he didn't want anyone boarding. Also, locking the vehicle ejects everyone. Good for forced gal drops.


Title: Re: Planetside 2
Post by: Kageru on November 22, 2012, 04:20:40 PM
It's a game for veterans in companies to stomp noobs.

I played quite a bit in the beta, and when I first loaded up live I chose my server and faction and then BAM I was literally drop podding into the action.  I was fine, but all I could think about was how totally hosed someone would have been if it were their very first time.  That being said, I don't think it is overall THAT noob unfriendly.  Although veterans are obviously going to stomp for a bit, there isn't a huge penalty for dying, so as long as someone likes the general idea they probably won't be scared off.

It's not the initial experience so much. It's that being a pub trying to defend a monstrously huge and samey map such as biodome, against an organized group that runs as a team, uses vehicles intelligently and knows the map well, is going to get reaped. Often without really seeing the attacker (especially at night). And that's just not that fun on the receiving end. The huge maps don't allow anything resembling a "front line" that provides a structure to the battle so it just becomes a excessively large and poorly balanced death-match.

plus, omg lag. lag spikes longer than the average time to live.

On my medic I've basically given up being a medic and become an infantryman who might do some medic stuff when there's no one left to kill. The fragility of any player down to health, plus sitting their playing with a glowing shoot-me aura, is just inviting death. But looking at the NC guns they all looks pretty much identical in how they behave and the actual advantages the "advanced" ones give are opaque. I bought a 3.5 laser dot sight for the starter rifle, I'll buy the front handle and some more nanoweave when I have lots of points, is that basically enough to participate in the spawn / shoot / die infantry game or is there some massively advantageous cert I'm missing?


Title: Re: Planetside 2
Post by: Sky on November 22, 2012, 10:02:49 PM
Played for a couple as a heavy. Actually had quite a blast just hanging with the zerg ungrouped. Cert gain was pretty slow. I bought a couple guns with the station cash. I think I was at 15 kills to 28 deaths or something, so that was cool enough for my newbness.

Still hate the miniscule HUD text and icons.


Title: Re: Planetside 2
Post by: tmp on November 22, 2012, 10:48:31 PM
I also tried a lightning which was lulz, because I had no idea where the enemy was so I just drove around a bit until I got bored.
If you open the map, by default it makes sectors with current enemy activity flash. Makes it possible to spot bases which are early in the process of being taken, and show up there to get the action going.

Tried the game today, it's pretty entertaining (although caveat, i didn't mind much dying heaps more than getting any kills)  The highlight of the day was winding up all alone on top of enemy base with my engie, shooting the only active anti-air gun working then, and having another engie pop out of it, with followup of a knives-and-guns fight all over the room. We were both equally awful so took literally couple minutes of flailing around and failing to hit each other, until he eventually lost :awesome_for_real:


Title: Re: Planetside 2
Post by: WayAbvPar on November 22, 2012, 11:23:18 PM
Played for a couple as a heavy. Actually had quite a blast just hanging with the zerg ungrouped. Cert gain was pretty slow. I bought a couple guns with the station cash. I think I was at 15 kills to 28 deaths or something, so that was cool enough for my newbness.

Still hate the miniscule HUD text and icons.

Medics and engies are where it is at for cert gain. Also, take your first 50 certs you earn and buy the AMS cert for the Sunderer- turns it into a mobile spawn point. You get XP for every person that comes through, and I think you might get some from the people resupplying at it (not sure about that one). If you park it safely (so it isn't in direct fire), but near a hotspot, it is an XP fountain.


Title: Re: Planetside 2
Post by: Jobu on November 22, 2012, 11:58:57 PM
Medics and engies are where it is at for cert gain. Also, take your first 50 certs you earn and buy the AMS cert for the Sunderer- turns it into a mobile spawn point. You get XP for every person that comes through, and I think you might get some from the people resupplying at it (not sure about that one). If you park it safely (so it isn't in direct fire), but near a hotspot, it is an XP fountain.

Also, get the ammo supply mod so passing tanks get replenished near your deployed Sunderer. Also a pretty hefty XP fountain.

I found running around as an engineer in a recently captured base is pretty helpful too. You get pretty good bonuses for fixing up all the turrets.


Title: Re: Planetside 2
Post by: Falconeer on November 23, 2012, 12:29:27 AM
The cert gain as a medic is ridiculous. I was thinking that it should be nerfed, but then again someone else in my faction becoming stronger faster doesn't realy hurt me and eventually it's a good idea to push people to play the class and help others (revives are invaluable). So yeah, really weird. Friend got 100 certifications in an hour, where all the rest of our group was struggling at about 15.


Title: Re: Planetside 2
Post by: Zetor on November 23, 2012, 12:33:59 AM
Hmm, I am somewhat intrigued by this game (never played PS1). What's the deal with the EU/US split though? I see that my station account doesn't work with the EU site (ProSiebenSatEins, really? I don't want to watch Glücksrad, thankyouverymuch  :why_so_serious:) and I've read in some places that you need a different client as well. I briefly considered playing on the US servers to play with my guildies, but I'm worried about latency. How bad is it if you play on an east coast server? I remember Global Agenda being really fucking terrible to play on US servers.

Also, do f2p-ers basically the same power as subscribers (except for cosmetics, faster xp/cert/whatever gain, blah blah - I don't mind those)?


Title: Re: Planetside 2
Post by: Kageru on November 23, 2012, 12:40:43 AM
The cert gain as a medic is ridiculous. I was thinking that it should be nerfed, but then again someone else in my faction becoming stronger faster doesn't realy hurt me and eventually it's a good idea to push people to play the class and help others (revives are invaluable). So yeah, really weird. Friend got 100 certifications in an hour, where all the rest of our group was struggling at about 15.

.... he's doing some sort of magic then. Most of my revives get me a +1 in the D part of my K/D ratio. Repairing turrets in bases was much more profitable, and it's not that fast.

The sunderer trick sounds a lot more reliable.


Title: Re: Planetside 2
Post by: Falconeer on November 23, 2012, 12:51:55 AM
I wish I had tested this myself, but I never take the Medic so I can't say much about it. All I can say is that he doesn't lie, and he hit BR8 while we were all BR6 and he started playing like 5 hours after us. And his K/D sucked horribly. That's when we started seeing that something was off. He was as surprised as we are since he thought he was far behind us, especially considering that we have the Alpha Squad buff, and he doesn't. Now that I think of it, he has the Membership buff, but we got that too. Seriously, about 100 certs in an hour (that we monitored)is what he got, piles of XP, and his K/D is about 0.4, so terrible. It's all in the constant healing and revives apparently. It's all I know so far.


Title: Re: Planetside 2
Post by: Kageru on November 23, 2012, 01:37:28 AM

I guess it would work if you were in an outfit that was fighting away from the respawn point and with people who will wait for you.

In public games the time between someone dying and clicking respawn is 8 seconds, and most of that time there's a pretty good reason they're dead (like being under a MBT). And then a lot of people will refuse the rez and just come back with full health shields.


Title: Re: Planetside 2
Post by: tmp on November 23, 2012, 03:09:14 AM
A rez is 75xp and then you get ~50 for healing them so yeah, that's pretty fast. As comparison, ammo resupply as engie gives you 10xp or so.

Acting as a medic works when people have the common sense to back into cover when they are hit (and quite a few of them do) or otherwise die near to a rally/choke point. You can sit back in such spot and just rake in the benefits.


Title: Re: Planetside 2
Post by: Goumindong on November 23, 2012, 03:38:52 AM
Medic's also get triage which is a pretty hilarious XP fountain.

Engies probably do better overall with resupply though


Title: Re: Planetside 2
Post by: Falconeer on November 23, 2012, 03:49:53 AM
How many Euro players do we have? Worth writing down a list? I doubt it, but if you feel like it, drop your name and server here and I'll try to keep track of it.

- Falconeer (Falconeer), NC, Woodman Server.


Title: Re: Planetside 2
Post by: Miasma on November 23, 2012, 05:08:55 AM
Still hate the miniscule HUD text and icons.
There is an oddly named option, something like centre hud display, that will give you a very large but very faint circle directly in your field of vision that gives you health/shield/ammo info etc.  It is faint enough that it doesn't get in the way but right in your face so you always know what your vitals are.  It only displays if something isn't full so don't be surprised when you turn it on and see nothing.


Title: Re: Planetside 2
Post by: 01101010 on November 23, 2012, 05:11:02 AM
How many Euro players do we have? Worth writing down a list? I doubt it, but if you feel like it, drop your name and server here and I'll try to keep track of it.

- Falconeer (Falconeer), NC, Woodman Server.

http://forums.f13.net/index.php?topic=22775.0


Title: Re: Planetside 2
Post by: Falconeer on November 23, 2012, 05:19:35 AM
Cool. I posted what I posted because I didn't see any Euro player there, and I didn't want to intrude. Sweet.


Title: Re: Planetside 2
Post by: satael on November 23, 2012, 06:01:22 AM
Satael NC Woodman (just logged in on the 20th enough to reserve a name so far)


Title: Re: Planetside 2
Post by: Kageru on November 23, 2012, 06:44:59 AM
Acting as a medic works when people have the common sense to back into cover when they are hit (and quite a few of them do) or otherwise die near to a rally/choke point. You can sit back in such spot and just rake in the benefits.

Hm, we're (NC on Briggs) currently getting curb-stomped by both TR and VS so most of my gaming is desperate defense of the spawn point while heavy tanks circle outside. So guess that colors things.


Title: Re: Planetside 2
Post by: 01101010 on November 23, 2012, 08:59:02 AM
Protip: When hotdropping, be prepared to shoot as soon as you land.  :why_so_serious:

Learning curve is a tad steep and dear god cert points as a light assault flow like slate... but it's pretty fun flying around shooting people from above. Z-axis is the forgotten area in the game so far.


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 09:31:35 AM
So far every hot drop has been in the middle of a large enemy force. Hotdrop = exp pinatas for the enemy.

Re: central HUD. Yes, I've set that option. The chat right now is unusable because it's too small. Nor can I really make out anyone's names. I saw a config file but changing the font size in there didn't do anything. I like the little icons for things, but it would be nice if they could be bumped up just a bit in proximity.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 23, 2012, 09:35:40 AM
Hardest thing right now is getting people to use Light Assault on a Tech Plant. Apparently dieing to the grinder at the back doors is preferable to flying over the shield walls to the objective.

Besides that, I feel Tech plants are possibly the worst layout there are. Not sure why there are zero sub-objectives outside the main compound.


Title: Re: Planetside 2
Post by: Miasma on November 23, 2012, 09:58:43 AM
I guess there is double station cash if you buy some today, for black Friday, so if you were thinking of buying some sony bucks now would be a good time.

If you bought some at any point other than today, yes, you should be very pissed off.


Title: Re: Planetside 2
Post by: Malakili on November 23, 2012, 10:04:09 AM
Great three faction fight at Tawrich Tech Plant on Indar (US East - Waterson), just played there for nearly 2 hours straight with constant fighting.  VS defending, TR and NC trying to push in.  Good stuff.   That is the game at its best.

Nonetheless, when things go bad, they certainly do go bad.  It is easy for things to get out of hand and for one faction to totally roll for a while.  I'll be interested to see if they do anything to balance this out.


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 10:36:29 AM
I saw a config file but changing the font size in there didn't do anything.
Scratch that, I guess it took a few reboots to work. Today my FONT IS 30 POINT. Ok, I'll dial that back.

Unfortunately, it's only the chat box text that is affected, and not even the chat entry (typoes away!). But it's a start.


Title: Re: Planetside 2
Post by: Ulysees on November 23, 2012, 10:40:48 AM
To those guys having a hard time play heavy assault as your first charachter while you learn the ropes. Whenever you get in a fight press F - it activates your resistance field which absorbs extra damage which while weak without being invested in is still better than not having anything. All heavy assault stock guns are decent but now the suck part. You need to invest 230 certs into pretty much any weapon to make them properly usable. 30 certs for a sight of some kind (and if you are HA you probably want a reflex and then the NV/IR for night time fighting) 100 certs for the forward grip, this greatly reduces horizontal recoil and then another 100 certs for a compensator, this greatly reduces vertical recoil. You will suck until you have these upgrades on any weapon that allows them even if you buy the supposedly better sidegrades with station cash. Cert gain if you lone wolf is slow, very slow so look in the squad screen for a squad that is advertising teamplay with voice, join it and even if you don't like using voice just say your mic is shit but you will listen to and follow orders, teamplay is where this game really takes off.

If you do find you like it join an outfit and increase the fun and cert gain by about 10 times. When i first got into beta I was lucky to make 10 certs a night lone wolfing. Then I joined a squad and had a blast then I joined my outfit and now I make between 100-150 certs a night and that is with a KDR of 0.5 (I die twice as much as I kill) so I am not good at this game by any degree but if you like organised tactical shooters then there are groups of people out there currently actively recruiting players like you. If you don't like playing as part of a large team I don't think you will get much out of this game tbh because it's strengths are definately not letting you be Johnny Rambo.


Title: Re: Planetside 2
Post by: 01101010 on November 23, 2012, 11:05:18 AM
To those guys having a hard time play heavy assault as your first charachter while you learn the ropes. Whenever you get in a fight press F - it activates your resistance field which absorbs extra damage which while weak without being invested in is still better than not having anything. All heavy assault stock guns are decent but now the suck part. You need to invest 230 certs into pretty much any weapon to make them properly usable. 30 certs for a sight of some kind (and if you are HA you probably want a reflex and then the NV/IR for night time fighting) 100 certs for the forward grip, this greatly reduces horizontal recoil and then another 100 certs for a compensator, this greatly reduces vertical recoil. You will suck until you have these upgrades on any weapon that allows them even if you buy the supposedly better sidegrades with station cash. Cert gain if you lone wolf is slow, very slow so look in the squad screen for a squad that is advertising teamplay with voice, join it and even if you don't like using voice just say your mic is shit but you will listen to and follow orders, teamplay is where this game really takes off.

If you do find you like it join an outfit and increase the fun and cert gain by about 10 times. When i first got into beta I was lucky to make 10 certs a night lone wolfing. Then I joined a squad and had a blast then I joined my outfit and now I make between 100-150 certs a night and that is with a KDR of 0.5 (I die twice as much as I kill) so I am not good at this game by any degree but if you like organised tactical shooters then there are groups of people out there currently actively recruiting players like you. If you don't like playing as part of a large team I don't think you will get much out of this game tbh because it's strengths are definately not letting you be Johnny Rambo.

Meh. Light assault gun is fine as it is and I have very little problem with downing 1-2 people at a time. I invested my scant cert points in boosting health and shield regen. I'll dump the rest into the gun at some point. HA? no thanks   :awesome_for_real:


Title: Re: Planetside 2
Post by: Falconeer on November 23, 2012, 11:53:58 AM
Reflex sight changes everything, this is the most important piece of advice you can get, as Ulysses said.

High Speed ammo on the other hand? Can't really feel any benefit so far, but let me know if any of you likes it. And they are 100 certs. Yikes.


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 12:44:36 PM
HA isn't all that tough, I rather like it. I haven't certed up my weapon yet and I'm at something like 19/31 k/d..maybe a bit more d if it counts suicides because I was setting up my gamepad for aircraft.

Of course, I should've started on the big planes and flew the reaper into combat. Loliberator big old whale. Still, it was nice to get back into the cockpit for a bit. I used to fly for my BF1942 clan and was playing PS1 around the same time, so I used to be pretty good in the cockpit. I mostly like dogfighting, flying close to the landscape, last second vertical kick to avoid hills etc.

WAP got me into the Las Gallinas Malas. I know he said they use TS3, but I like the ingame option for proximity voice. "Ja, I am thankful....FOR BULLETS!"


Title: Re: Planetside 2
Post by: Malakili on November 23, 2012, 02:32:27 PM
I can not fly anything more than 20 feet without crashing into the ground in this game.


Title: Re: Planetside 2
Post by: Bzalthek on November 23, 2012, 02:51:16 PM
I can't get more than 20 feet from a spawn point without some mysterious enemy killing me.  I'm so bad at this shit.  It feels like a battle of methed up explosive lemmings.


Title: Re: Planetside 2
Post by: Zetor on November 23, 2012, 03:02:53 PM
So far my deaths are about 40% planes (and tanks to a lesser extent), 20% snipers, 20% grenade or similar AOE death from nowhere, 10% from guys I can see 2-shotting me, and 10% someone from my own team running me over in a buggy while I'm rezzing someone else ( :awesome_for_real:). Probably doing it wrong, though!


Title: Re: Planetside 2
Post by: Threash on November 23, 2012, 03:10:26 PM
I've ran over so many people i've quit using tanks.  I am so freaking horrible at this game! Seeing people flying around makes me jealous though.


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 03:16:40 PM
Use a 360 controller. I can screenshot my mappings if it would help. Still, even with a mapped control, she's a fickle bitch. And I'm a looong way from combat ready. But I can maneuver pretty well and hug the ground, etc. So it's a start.

Most of my deaths are from charging straight into enemy fire and I should know better; with a nice smattering of losing a shootout and getting shot in the back during a shootout.


Title: Re: Planetside 2
Post by: Malakili on November 23, 2012, 03:19:22 PM
I'm doing a lot better with my reflex sight since I found out there is a zoomed mouse sensitivity setting.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 03:30:08 PM
For a Heavy Assault with a GD22S, which kind of reflex sight? A 1x Teklyte Reflex or a 2x GD ReflexR?


Title: Re: Planetside 2
Post by: Tale on November 23, 2012, 03:51:08 PM
Last night I was a total noob (but I remembered things from PS1). Here are some impressions I posted for my guild, who are playing TSW not this. Feel free to correct me on anything.

Quote
Finally got around to playing this last night (purple team, Aussie server). It's very good! I might be hooked.

One warning: you die HEAPS as a newbie on free-to-play. I died 17 times before my first kill and by the end of my experimenting I was at 61 deaths, 10 kills.

Some things I started to understand:
- It's free-to-play but subscribers aka "premium members" progress faster (typical MMO $14.99/month etc).

- There are levels (called battle rank), but it's all about cert points (which are like AA). There are endless things to spend cert points on for every class, piece of equipment, vehicle, etc. Plus you can unlock new equipment, and those have their own certs. Looking at just one rifle, I could spend all my time upgrading it.

- It'll be a ridiculous cash cow. Smed's RMT dream, taking after Free Realms. Need that rifle upgrade? Buy it with cert points you earn by playing, or just pay Station Cash. And yet... the fact you're probably fighting people who dropped $$ really doesn't take away the fun. Bastards.

- Healing/rezzing or resupplying/repairing by spawning as Medic or Engineer probably gains you the most cert points. But you'll want to run around shooting for a bit first.

- There are two other continents, not just the one you start on.

- I need a better PC.

- I am addicted to the Tribes-style jetpack worn by Light Armour soldiers.

But really, I still know nothing compared to what there is to know. Tactics for one thing... OMG what could be done with an organised mix of classes and vehicles, where everybody knew how to play their role.


Title: Re: Planetside 2
Post by: tmp on November 23, 2012, 04:02:39 PM
Hm, we're (NC on Briggs) currently getting curb-stomped by both TR and VS so most of my gaming is desperate defense of the spawn point while heavy tanks circle outside. So guess that colors things.

I had some of that today, and it was glorious, xp-wise. Almost felt like fighting people in PvE over NPC spawns (where the spawn is freshly killed guy, and you are trying to apply your heal tool on them before the other vultures medics)

Afterwards i got a Sunderer parked nicely outside enemy base and it sat there for about an hour with constant stream of cannon fodder pouring out of it. XP notification never disappeared from the screen even for a second.

120+ certs in one day and going from rank 6 to 10, and that's with hardly killing anyone. My k/d ratio is too shameful to mention  :why_so_serious:

edit: game client has some nasty performance issues, though. I get decent framerate with shadows set to low (50 fps or so) but that without fail takes a nosedive in just couple hours to single digits and freezes, until i restart it. Possibly some nasty memory leak somewhere, or who knows.


Title: Re: Planetside 2
Post by: Malakili on November 23, 2012, 04:52:35 PM
I'm concerned about the lack of attrition.  There is very little way to actually stall out an attack, nor is there any way for a smaller force to slowly wear down a bigger force by being efficient.  I come from a WW2 Online background, not as much a Planetside background, and this concerns me greatly.  I know PS2 isn't WW2O, it is much faster paced, things can change hands 50 times a day or whatever (in WW2O some towns might change hands once the entire campaign), but it seems like there is very little strategy involved right now.  I was hoping for perpetual war, but I am getting a perpetual battle.  The gameplay is fun, and the battles are fun.  But I am worried about the seeming lack of strategy so far.

Just to explain for those not familiar: In WW2O there were armies on the map and they supplied their town city/adjacent cities.  But they were limited - you literally could run out of stuff to spawn (even infantry), and so it was possible for a well played defense to stall out an attack by being very efficient, to the point where the attackers would have to either bring new armies in (and thus probably leaving another part of the map less defender or able to attack) or simply call off the attack and come back tomorrow (or later). 



Title: Re: Planetside 2
Post by: Surlyboi on November 23, 2012, 06:35:16 PM
For a Heavy Assault with a GD22S, which kind of reflex sight? A 1x Teklyte Reflex or a 2x GD ReflexR?

With the heavy, I find the 1x Teklyte is the way to go, as you really aren't gonna hit shit at a distance and the almost instant target acquisition when pulling to sights is great.


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 07:13:48 PM
Thanks. I'm slowly learning my way around things, and while the abundant customization options are awesome it would be nice if there were a bit more feedback. Like "what will this camo look like on my dude/ride?" Happy to have some play money to blow in the shop, but I'd rather not waste it on crappy camo.

I did use some of it to unlock the Hawk and Crow for HA. Got a couple kills and a bunch of assists on a ferocious stalemate battle and then switched to engy for a bit, ammo packs were a nice trickle. Between them, manning some second guns on tanks and running a lightning for a bit I covered most of BR4, should hit 5 tonight pretty quick.


Title: Re: Planetside 2
Post by: Falconeer on November 23, 2012, 07:51:16 PM
For a Heavy Assault with a GD22S, which kind of reflex sight? A 1x Teklyte Reflex or a 2x GD ReflexR?

2X if you ask me. I love it. It makes you see everything better without messing it up by zooming too much. Made the game simply more fun. Mind, as a Heavy Assault I use the EM6, but the sight is the same, methinks.


Title: Re: Planetside 2
Post by: Surlyboi on November 23, 2012, 08:19:10 PM
At BR 8, now mostly from popping the usual array of shitty enemy snipers in the face while they were hanging out on ridges looking for targets.


Title: Re: Planetside 2
Post by: Kageru on November 23, 2012, 09:05:03 PM

BR10... mostly from repairing turrets on the biodome. It would be nice if those turrets were worth spit, and not the first thing popped by passing vehicles, but oh well.

I must admit I wish you could just buy some certs. I don't want to sub but if it was a couple of 100 certs to get started I'd pay for that.


Title: Re: Planetside 2
Post by: Sky on November 23, 2012, 09:16:36 PM
Nice streak I was on, only died once to an enemy in an hour of playing (during combat, half HA half Engy). But I died 4 times to NC bros :| I like the pie chart, equal slices of dying to TR and NC...


Title: Re: Planetside 2
Post by: WayAbvPar on November 24, 2012, 12:14:08 AM
BR 14 here, mostly because I have put something like 23 hours into it already. Having premium + Founder's doesn't hurt either (+60% XP). I might have to try the 360 controller or my joystick..I can't fly for shit with m +kb. Have wasted some cert buys...anti-tank mines are extremely situational, so buyer beware there. It is pretty sweet when you blow the shit out of a tank or Sunderer full of bad guys though =)

Just unlocked sticky grenades too. Not sure how best to apply them just yet, but they sure look funny when they just STOP instead of bouncing.

I can't get the in game comms working for whatever reason. Can't hear, can't talk, etc. When I am playing, I am on the Evil Chickens TS server- we have a PS2 room set aside. Ping me or Engels in game for the specs. I will try to remember to set it in the outfit info tomorrow too. Voice comms make it so much more fun, as well as making us a lot more effective as a group. If we can get a full squad together we could really get some shit done. Or just laugh at each other as we die hilariously.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 24, 2012, 08:47:00 AM
All the camouflage:

  • Desert Camouflage (http://"http://i.imgur.com/6xw11.jpg")
  • Forest Camouflage (http://"http://i.imgur.com/PJLEl.jpg")
  • Snow Camouflage (http://"http://i.imgur.com/YFpuN.jpg")
  • Vanu Sovereignty Camouflage (http://"http://i.imgur.com/2cCIL.jpg")
  • New Conglomerate Camouflage (http://"http://i.imgur.com/TwnjR.jpg")
  • Terran Republic Camouflage (http://"http://i.imgur.com/7lDnX.jpg")





Quote
   

    Hello Everyone,

    I want to bring you up to speed on some of the larger scale service impacting things we are working on. This is by no means a comprehensive list. We're seeing massive numbers, and with those numbers we are stressing the servers in big ways. Here are the major things we are working on.

    1. Overall Server issues - This is hitting Miller and Woodman the biggest but many other servers as well - We were able to fix an issue that was causing a lot of problems under very heavy load. This impacted all the servers in some fashion. We literally just fixed this.

    2. Login queue stuck at 0 or doesn't move - this issue is fixed and was actually caused by #1 above. Basically the servers were in some cases getting bogged down. It's fixed now.

    3. Briggs server - The issue with it centers around the network connection between this world and our central servers in the US. We have not resolved the issue yet and continue to work on it. They are very tricky and a lot of them were issues with the data center we are in and getting the network traffic shaped properly and utilizing all the available bandwidth. Our other data centers around the world have been up and running for many years. This is a new one and we're still shaking out the issues with it. Regarding lost boosts - once we're back up we'll take care of restoring everyone's boosts and anything else that got lost. This will likely happen early next week. We apologize for the issues and want to assure our Australian players we value you and this is a top priority.

    4. Boosts vanishing - in some cases if you trialed a weapon and had a boost at the same time it would disappear when the trial ran up. We're working on a fix for this asap. Monday at the latest. We will absolutely be adding back boosts for anyone impacted. Again, this will occur early next week.

    5. Bad Warping on Miller - this was a bad network port on the Miller server. It's corrected now.

    6. People with Patching issues / patcher crashes - we resolved the patcher crashing issue. There are a small subset of people who still crash in the patcher. We're investigating this. The number of people this is impacting is very small but it's also very real and important to us.

    7. Client crashes - we have massively reduced the number of crashes - we know that because we have crash logs reported to our server. Some people still crash. We're working tirelessly on these crashes.

    I realize there are a bunch of other issues you're going to ask about. We know about them too. We're just focusing on the big stuff first to make sure everyone is in and playing. Our goal is to be very stable by this weekend and use the next week or two to kill any other bugs we're seeing.

    We will keep you updated frequently. I urge you to watch my twitter feed @j_smedley - I'm doing my best to personally tweet anything we find. We'll also post in here obviously.

    (update - Briggs is still having problems - we are working on it hard)

    Smed



Title: Re: Planetside 2
Post by: Sky on November 24, 2012, 08:48:55 AM
I can't get the in game comms working for whatever reason. Can't hear, can't talk, etc.  
That's funny. I was in Ahnold mode the short time we were in proximity. I love proximity chat. Nononononononononononononononononono....

I should get the EC infoes since I have the headset, err, set up.

Thanks for the advice on the scopes. I do like the 1x, just gives a nice dot without zoom disorientation, because I'm mostly a close to medium quarters skirmisher. Now 1/5 of the way to the handle thingy :|

fake edit: oo, thanks BW!


Title: Re: Planetside 2
Post by: Mrbloodworth on November 24, 2012, 09:16:49 AM
Np, Also, for the curious. PS2 is number 8 on steam for the most played titles.


Title: Re: Planetside 2
Post by: Nebu on November 24, 2012, 10:10:18 AM
As a pvp enthusiast, I'm tempted to play this.  As someone that never enjoyed PS1, I'm hesitant to act on my temptation. 

I'll keep watching this thread.


Title: Re: Planetside 2
Post by: 5150 on November 24, 2012, 11:31:21 AM
I guess there is double station cash if you buy some today, for black Friday, so if you were thinking of buying some sony bucks now would be a good time.

If you bought some at any point other than today, yes, you should be very pissed off.

Whats worth getting? (or can you get it all through normal gameplay)

I looked at the weapon list during beta and the list seemed to contain lots of very similar weapons and was hugely confusing


Title: Re: Planetside 2
Post by: Engels on November 24, 2012, 12:06:50 PM
As a pvp enthusiast, I'm tempted to play this.  As someone that never enjoyed PS1, I'm hesitant to act on my temptation. 

I'll keep watching this thread.

You know its a free download, right? No need to be the coy girl at the high school dance.


Title: Re: Planetside 2
Post by: Sky on November 24, 2012, 12:08:01 PM
Got in a couple good firefights and caps and decided to grab the AMS cert. Now it seems everyone is dropping AMS all over, heh. Still, handy to set up a spawn wherever I want one.

Then hit a nest of what seemed to be a dozen TR medics holding a point and just called it a day.

Yes, Nebs. Grab it off Steam and just check it out. Whip that skirt right off!


Title: Re: Planetside 2
Post by: Jobu on November 24, 2012, 01:28:01 PM
I guess there is double station cash if you buy some today, for black Friday, so if you were thinking of buying some sony bucks now would be a good time.

If you bought some at any point other than today, yes, you should be very pissed off.

Whats worth getting? (or can you get it all through normal gameplay)

I looked at the weapon list during beta and the list seemed to contain lots of very similar weapons and was hugely confusing

Both of the lock-on missile launchers (for either air or land vehicles) for the Heavy Assault are pretty nice. Helps you sit in the back of the zerg and pick off tanks or airplanes and still contribute while you get your bearings. Kitting our your MAX to have both arms of the weapon you like can be nice, if you play MAX with any regularity. And like I mentioned previously, the XP boost is really handy. The XP boost is the only thing I mentioned that requires station cash. But the cert cost of the weapons is like 500-1000 certs, so it's definitely better to buy them straight up, IMO.


Title: Re: Planetside 2
Post by: Miasma on November 24, 2012, 01:40:51 PM
I guess there is double station cash if you buy some today, for black Friday, so if you were thinking of buying some sony bucks now would be a good time.

If you bought some at any point other than today, yes, you should be very pissed off.

Whats worth getting? (or can you get it all through normal gameplay)

I looked at the weapon list during beta and the list seemed to contain lots of very similar weapons and was hugely confusing
As mentioned buying a boost is a good idea.  The infantry weapons aren't too different but some are better than others, you can select the compare checkbox to see the difference.  An important stat that doesn't have bars to look at is how much ammo the gun holds.  People are saying shotguns aren't so great right now, I don't really know myself.  Might want to buy a good long range and a good close quarter type gun.  The rifles with high rates of fire seem to be considered good close quarter.  The official forums have lots of people talking about guns.  I guess you can buy an infantry pack too which has several of the better guns per faction.

The vehicles have more variety in what the guns do so buying them makes sense if you like vehicles.  Some will do anti-infantry, anti-armor, anti-air.  Same with MAX.


Title: Re: Planetside 2
Post by: Surlyboi on November 24, 2012, 02:53:20 PM
Anybody saying shotguns aren't good is a noob. Can you pop someone from across a courtyard with one? No. But they're damned effective in close quarters, "around-the-next-corner-is-an-asshole-you-need-to-light-the-fuck-up" situations. I've got like 20 shotgun kills in the last two days doing base defense.


Title: Re: Planetside 2
Post by: HaemishM on November 24, 2012, 03:20:49 PM
This interface is so fucktastically bad, tiny text, shit just flying all over the place and so many options for things like cert spending that a n00b like me gets lost. Yet somehow, I made it to BR5 and last night had a fun time with the Evil Chickens capturing some shit on Esamir.


Title: Re: Planetside 2
Post by: Jimbo on November 24, 2012, 03:31:07 PM
I'll be back tomorrow night w/ my bang bus & engi.  Oh & I added camo, running lights, AMS, two better turrets.


Title: Re: Planetside 2
Post by: Falconeer on November 24, 2012, 03:32:38 PM
My problem with shotguns is that I need two hits to kill anyone in close quarters, but the time it takes to shoot twice with a shotgun is the time it takes to shoot 15 bullets with any other gun, which kills them anyway. So, while I love shotguns and most of the times I use them "just because", so far I haven't been able to feel that much of an advantage using on in close quarters, and that makes me twice as angry considering how much I am giving up in anything beyond short range. Also, someone did a crazy job datamining the game only to find out that the Jackhammer is exactly like any other generic shotgun that any other faction can get. I am sure they'll eventually fix that, but super underwhelming at the moment.


Title: Re: Planetside 2
Post by: Tale on November 24, 2012, 05:01:15 PM
Learning curve is a tad steep and dear god cert points as a light assault flow like slate... but it's pretty fun flying around shooting people from above. Z-axis is the forgotten area in the game so far.

Yeah I keep going to other tasks to earn certs, but when I come back to my light assault jetpack I wonder why I ever left.


Title: Re: Planetside 2
Post by: Tale on November 24, 2012, 05:04:17 PM
Anybody saying shotguns aren't good is a noob. Can you pop someone from across a courtyard with one? No. But they're damned effective in close quarters, "around-the-next-corner-is-an-asshole-you-need-to-light-the-fuck-up" situations. I've got like 20 shotgun kills in the last two days doing base defense.

One of the carbines has a shotgun attachment as an upgrade. It just has one round, but again, used right...


Title: Re: Planetside 2
Post by: Kageru on November 24, 2012, 05:50:28 PM

With the server lag and cramped buildings close quarters tends to involve a lot of spraying and praying. So high rate of fire counts for a lot, and is apparently why the NC guns are sucking. I'll probably get a shotgun for my engineer though because the rest of the weapons are carbines (SMG's) with about the same effective range.

The cert system was a lot more fun when things cost 30 and 50. Now that I'm saving up for 200, 500 and 1000 it feels pretty slow. The medic is pretty useless with low certs because you are generally defending a spawn point  and it's a safer plus full health to re-spawn there. It has become a lot more useful with the gun skilled up and I look forward to revive grenades.

The ground shake from tank shells is really annoying, basically an infantry accuracy debuff for several seconds. Air seems to be really powerful, but maybe that will change when people are more geared. At the moment a base assault is pretty much just dropping a force field so the tanks can pile in.


Title: Re: Planetside 2
Post by: Miasma on November 24, 2012, 06:01:58 PM
Do I seriously have to buy a cert for the same scope I already know on one rifle, on every other rifle?


Title: Re: Planetside 2
Post by: Malakili on November 24, 2012, 06:33:56 PM
Do I seriously have to buy a cert for the same scope I already know on one rifle, on every other rifle?

I think so :(.  I think they are trying to make it take a long time to actually make progress, although they actually sped it up from beta...


Title: Re: Planetside 2
Post by: Nija on November 24, 2012, 07:02:23 PM
If you don't like shotguns because you need two hits to kill a softie, I have a proposition for you.

NC MAX hacksaws. 7 rounds per arm shotguns. Shoots as fast as you can pull the trigger. 500 certs per arm to increase that to 12 rounds per arm.

My best so far (Dropping in on the B point in a biodome) is 6 kills without reloading. I'm not going to spend the certs to buy the increased mag size anytime soon, but it's damn tempting.


Title: Re: Planetside 2
Post by: Nebu on November 24, 2012, 08:27:03 PM
Logged on.  Died 6 times in as many minutes to people that I never even saw. 

This could be a great game.  The way they introduce people to it... not very encouraging. 



Title: Re: Planetside 2
Post by: Malakili on November 24, 2012, 08:43:40 PM
Logged on.  Died 6 times in as many minutes to people that I never even saw. 

This could be a great game.  The way they introduce people to it... not very encouraging. 



It is beyond me why the drop people into battle right away.  Spawning at the Warp Gate is much more productive on all counts.  You can meet people, learn how assets spawn into the game, have some time to prepare for battle, etc.

Especially spawning into the middle of nowhere, and then probably defaulting to a nearby sunderer which is equally dangerous.  Top it off with no tutorials and the whole thing really is garbage for new players.  I'm glad I got that stage out of the way in beta.


Title: Re: Planetside 2
Post by: Trippy on November 24, 2012, 08:52:53 PM
Well, one issue is that it's unclear from the map where you should go if it doesn't drop you right in a battle. The UI is really quite painful.


Title: Re: Planetside 2
Post by: tmp on November 24, 2012, 09:02:33 PM
It is beyond me why the drop people into battle right away.  Spawning at the Warp Gate is much more productive on all counts.
I suspect it's the result of all that metrics gathered from various games, how some people give up on the game really quick --like five minutes quick-- 'because there's nothing to shoot at'. Hence you see that 'straight jump into visceral combat asap' as a way to fight that nowadays.


Title: Re: Planetside 2
Post by: Nebu on November 24, 2012, 09:14:21 PM
If they added a tutorial and a brief warzone battle (8v8 or something) it would go a long way to help players get accustomed to the UI, their weapons, and the loadouts.  It's horribly unfriendly to the uninitiated and I doubt I'll be back.   


Title: Re: Planetside 2
Post by: Sky on November 24, 2012, 10:16:07 PM
It's a good game that they introduce like shit. It's also free. Not sure why you want to make the snap judgement, but you should give it a shot (and watch the tutorial vids, they're useful at times).

They need to completely revamp the pod drops. It's ludicrous. I logged on to play a bit tonight, hot drop to ten steps and death. Then respawn at a sundy and die. Yeah, not feeling it tonight. Taking two deaths just to get into the game sucks on a game that tracks k/d (and I was all the way to 0.7!)

The other things, as said ad nauseum, is the UI. I watched the video that said how to see which map icon was which and how to react to gen drops for shields, etc. But I'll be a school girl's cherry on prom night if I can figure out where to even reload with the mess of tiny icons spammed everywhere.

Enemy recognition is a bit rough but not so bad I'd put it in with the two main issues I have with the game. And really, the first issue can be worked around if you have enough time to play more methodically and deploy to a base behind the lines and drive in or whatever - but they keep yapping about instant action.

The UI is really my main gripe. Were they testing at 1080p?


Title: Re: Planetside 2
Post by: 01101010 on November 24, 2012, 11:19:17 PM
Do I seriously have to buy a cert for the same scope I already know on one rifle, on every other rifle?

I think so :(.  I think they are trying to make it take a long time to actually make progress, although they actually sped it up from beta...

Scope is specific to the rifle. However, LA and Engy can use the same guns so you only have to buy 1.


Title: Re: Planetside 2
Post by: Jobu on November 24, 2012, 11:34:17 PM
Taking two deaths just to get into the game sucks on a game that tracks k/d (and I was all the way to 0.7!)

I've never even bothered to look at my k/d ratio. Why's it even matter? I mostly pay attention to map control, or my own cert tree. Maybe my BR, but that's about it. The game doesn't give you anything with better ratios... so what's the big deal? Just bragging rights? It feels like a leftover mentality to me. Like your final ratio on de_dust before the server changed maps or something.


Title: Re: Planetside 2
Post by: Zetor on November 24, 2012, 11:46:38 PM
Is it just me, or are the EU servers really fucking terrible? I'm seeing warping enemies and allies, and yesterday there was a time when grenades wouldn't explode and ammo packs wouldn't activate (we were assaulting a base, had 20-30 unexploded grenades blinking all over the place, and everyone was yelling for ammo). Same with the EU client, it's locked up twice so far and seems to crash on exit. As a bonus, I had to create a new account to play, couldn't use my old SOE account. Wut?

I know the EU servers are being managed by another company, but damn... considering playing on an east coast US server (despite the forseeable bad latency problems) just to give the game a fair chance.


Title: Re: Planetside 2
Post by: Trippy on November 24, 2012, 11:55:05 PM
I see warping on Connery, a WC server, as well. Haven't encountered the non-exploding grenades yet but I've played for about 2 hours total so far.



Title: Re: Planetside 2
Post by: Goumindong on November 25, 2012, 04:11:25 AM
So high rate of fire counts for a lot, and is apparently why the NC guns are sucking.

Eh. If you can aim then NC guns are easily as strong as the TR guns with the exception of, maybe, the TR heavy assault rifles. The real advantage of the TR guns is the ammo capacity and the NC heavy has 100 in the clip base, so thats good enough.


Title: Re: Planetside 2
Post by: Falconeer on November 25, 2012, 04:28:38 AM
From what I gathered (and someone datamined all the weapons) the NC weapons have -in general- worst Rate of Fire and Cone of Fire spread than the Vanu and Terran counterparts. The tradeoff should be that they do more damage per bullet, and I am sure your mileage may vary, but I think it's fair to say that being good at aiming isn't enough when your recoil forces you to more breaks between bursts, your Time-To-Kill just goes up regardless of the stopping power of your bullets.

I am sure people will get used to it and eventually there will be more balancing, but the NC weapons are, at the moment, the least noob friendly and in general the hardest to properly use.

Then again, someone else pointed out that similar imbalances exist between tanks and aircrafts, whereas many say for example that the TR tank is the worst of them all, but I haven't really researched that.

Also, Zetor, EU Woodman was a disaster yesterday afternoon. But it was much better around 9pm, peak hour, so there's hoping. Also, I find that switching planet sometimes helps.


Title: Re: Planetside 2
Post by: Kageru on November 25, 2012, 05:59:03 AM

Indeed, NC weapons are mathematically and game-play inferior. Someone data-mined the values (which includes cone of fire blook), took the average player accuracy as reported by SOE, worked out damage in game and did the calculations. NC weapons have higher TTK than the other weapons. On top of which since so much of the infantry battles are close range, and being hit interferes with your aim, high firing rate is even stronger than the math indicates.

Obviously if you can reliably get headshots... well, you are ambushing or a god-like player and it really doesn't matter.


Title: Re: Planetside 2
Post by: 01101010 on November 25, 2012, 06:48:50 AM
Flak on the skyguard turret moves way too slow. You can't effectively lead a target. Planes are way too twitchy in the air for the guard to be effective at any range other than right under them - especially that VS horseshoe.

I agree that k/d is pretty meaningless in a game where you can die repeatedly without getting into any kind of firefight: Run across the vehicle term at a bad time, spawn at that AMS being blown up just as to pop up, run to a fight only to have a nade go off right around the corner... from your own team, etc. I check mine at times but only because it is on the TAB screen and I like to keep an eye on that stuff.


Title: Re: Planetside 2
Post by: Falconeer on November 25, 2012, 07:17:18 AM
I use K/d as a rough indication of my progress. And eventually a very rough mean of comparison with my friends, since I know their playstyle and we are always on voice chat. K/d gives me a better idea of what they are doing right and what I am doing wrong, besides aiming. That's it, but I am glad it's there. I like stats, not necessarily for competition purposes.


Title: Re: Planetside 2
Post by: Nebu on November 25, 2012, 07:35:59 AM
It's a good game that they introduce like shit. It's also free. Not sure why you want to make the snap judgement, but you should give it a shot (and watch the tutorial vids, they're useful at times).

Why the snap judgement?  Because there are already a number of online FPS games that are much better crafted.  The only thing PS2 has going for it is scale and the fact that I have a bunch of station cash coins from EQ2 that I have nothing to spend on.  I watched a tutorial for like 30 mins before playing the game and I still didn't know what to do once I was dropped in front of enemy sights.  The UI and implementation are terrible for new players... and they need new players. 


Title: Re: Planetside 2
Post by: tmp on November 25, 2012, 07:57:33 AM
Is it just me, or are the EU servers really fucking terrible? I'm seeing warping enemies and allies, and yesterday there was a time when grenades wouldn't explode and ammo packs wouldn't activate (we were assaulting a base, had 20-30 unexploded grenades blinking all over the place, and everyone was yelling for ammo). Same with the EU client, it's locked up twice so far and seems to crash on exit. As a bonus, I had to create a new account to play, couldn't use my old SOE account. Wut?
I get the warping enemies and stationary people shot with a sniper rifle never receiving any damage (which i presume means they are actually not where the client is showing them) pretty often. Occasionally it gets worse to the point result of actions don't update until some 5-10 seconds afterwards. Didn't see non-working packs and grenades yet but it sounds like another part of these severe lag cases.

They did emergency hotfix yesterday though, so maybe things have improved since then; i haven't yet checked.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 25, 2012, 08:23:35 AM
Well, one issue is that it's unclear from the map where you should go if it doesn't drop you right in a battle. The UI is really quite painful.


Those are set by your squad leader, there is nothing else in the game that automagicly tells you where to go. If you are solo, you have to figure it out, or use the many ways to get instantly into a battle ( Redeploy, Instant Action, Spawn on Squad lead ). Everything else, ABC marking, Way point, colored smoke All come from the squad leader. Even the requests for Air, tank, support, ETC that are part of the unfinished mission system are placed by squad/platoon leaders

As for sub-objective icons, the shield gens match the shield they control ( Icon is right on the shield. It can be a tank, a Spawn, or the Vertical or horizontal lines in the case of vehicle bay shields. ). Its the same icon. As for everything else, if you play battlefield, you will b fine.

Quote
The UI and implementation are terrible for new players... and they need new players.  

What part? The HUD, or the Game/settings/load out screens? The HUD is really standard for the most part.


Title: Re: Planetside 2
Post by: Nebu on November 25, 2012, 08:31:03 AM
Bloodworth: If you drop me into the middle of your game with no idea what anything means, then you're going to lose me.  I even went to the trouble of watching a few youtube tutorials (more than most new people will do).  I have almost no idea what anything on my screen is beyond a) what I know from playing PS1 and other FPS and b) bad guys.  That's shitty implementation. 

Were I an experienced player, I'd find where new players were being dropped and mow them down for xp.  Why?  The game encourages it. 


Title: Re: Planetside 2
Post by: Mrbloodworth on November 25, 2012, 08:40:03 AM
Yeah, you'll notice back in beta I said this introduction is bad. Moving on, what are you having trouble with?

Were I an experienced player, I'd find where new players were being dropped and mow them down for xp.  Why?  The game encourages it.  

It's any major fight across all three conts and the cont with room. Good luck. You also notice, all new users are instantly placed into an existing squad. If your SL has no way points set up, or is not communicating, well you just need to look back at those "well crafted FPS" that do not require it. People have been trained to play alone, together.


Title: Re: Planetside 2
Post by: Sky on November 25, 2012, 08:45:12 AM
I think they could improve the HUD icons by making them much larger/fade for distance and move them to a hotkey rather than always being on screen. Or even slap that in as an option, so people who can use the bajillion miniscule icons can have their way, too.

BW, the last thing I'd suggest new players (or any players) try is the instant action options. Drop pods are xp pinatas. I have survived TWO by landing on roof tops, and then only for a short time.

Pro tip - you can guide the descent of the drop pod somewhat. And you should probably aim for a roof.


Title: Re: Planetside 2
Post by: Falconeer on November 25, 2012, 08:47:35 AM
The only thing PS2 has going for it is scale

To me, that's the reason to play it. Sure, there's plenty of good fps out there, but I've been playing 16 vs 16 arenas and the likes since the 90s. Planetside (1 and 2) are the only games, along with WWII Online, that give me scale and feel like war, not a "room".

Good games are good games, regardless the lack or presence or frills of a tutorial. Sure the UI can be improved, and I am sorry for those who can't get over that, but heh. It's a shooter, there's N/W/S/E. There's big blinking "DEPLOY" things on the map. And there's people shooting at you who've been playing longer than you (literally, every single one of them since you just got in). I honestly, really, seriously can't understand what's the problem. Die, respawn, learn, kill.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 25, 2012, 08:48:48 AM
BW, the last thing I'd suggest new players (or any players) try is the instant action options.

Simply stating fact. If you are solo, you have instant action, or you drive yourself out there.

I honestly, really, seriously can't understand what's the problem. Die, respawn, learn, kill.

I do not get it eather.

Yes, Icons could use a scale slider. So could text. For me personally, id like to cut down on the number of friendly markers in my view. All this stuff was requested in beta. I assume its just a matter of time. As for the hud over all.....


(http://evounlimited.files.wordpress.com/2012/04/bf3-hud.jpg)

(http://img707.imageshack.us/img707/2260/planetside2201208111728.png)

Welcome to modern shooters? I guess.


Title: Re: Planetside 2
Post by: Zetor on November 25, 2012, 08:52:04 AM
OK, so people have been saying PS2 has purely horizontal progression. Yet the two classes I play (medic and engineer) have a straight-up "x% better" progression on their main skill, and many other straight-up upgrades all over the place (x% more health, carry y more grenades, take z% less damage from explosions). It is also very hard for me to land hits with the starter NC carbine - I imagine a scope or the anti-recoil upgrades would help a lot without any significant drawbacks.

(Global Agenda did progression better imo, but they also fell short - many of the lowest-end weapons were inferior to ones unlocked later)


Title: Re: Planetside 2
Post by: Mrbloodworth on November 25, 2012, 08:55:24 AM
Planetside 2 has a 20% increase in power cap. Global agenda had way way more.  For instance, the +25% Nano armor, you gain mabye one or two full damage bullet hit. That's with in effective range of the shooting gun. For the Vast majority of things, its all options or Play-style accompaniment.

None of it will make you immune to Noob bullets.


Title: Re: Planetside 2
Post by: Zetor on November 25, 2012, 09:08:25 AM
If you're strictly talking about weapon sidegrades / upgrades, maybe that 20% is true, though I'd still get more grenades, etc... grenades were HUGE in my limited play experience so far, as they gib zergs of people like nothing.

20% is not true for support roles. A fully upgraded medic gun rezzes people 65% faster and heals them for 50% more, it also rezzes people at 100% hp instead of the 20%-ish you get at level 1 (which often results in the rezzee dying again before you can heal them up); you also get 4 meters to revive range, which is probably enough to stay in cover while channeling the beam. Similarly, a fully upgraded repair tool channels/repairs significantly faster (no tooltips ingame, but I expect it to be in line with the medic upgrades). There are no drawbacks to upgrading, either. This is in addition to any other 'straight up' power increases you get from armor, less cooldown / better healing on your class ability, etc. That stuff adds up. Would you take a medic who needs to rez from point blank range and take ~4 seconds to do it while also not having any extra survivability, or would you take a medic who can rez from a safe distance in ~1.5-2 seconds and carry 3 aoe rez grenades at the same time while also having more hp / more resistance to aoe damage? Never mind if those two medics actually have to defend themselves from a long-range attacker.

e: also mentioned earlier in the thread, but you need to unlock certs to even use the secondary weapon on some vehicles? Sounds pretty vertical to me.


Title: Re: Planetside 2
Post by: Nebu on November 25, 2012, 09:33:49 AM
Apparently you guys have been playing long enough that all of this is second nature to you.  Here's my experience:

1) Log in with my station account.

2) Pick a realm and server.

3) Pick one of 4 faces.

4) I'm dropped on the planet and killed repeatedly. 

No idea what class/role I am.  No idea how to communicate with anyone.  No idea how to become a class (I prefer healer).  Nothing.  All I see is kill spam from level 20+ people mowing me down the instant I land.  The only information I'm given after my first death is a green icon on my map saying "Action here".

It's a pretty shitty system for getting me (or anyone) excited about the game, the war, and meeting people.  Seriously Bloodworth, how can you not see this?


Title: Re: Planetside 2
Post by: Malakili on November 25, 2012, 09:49:39 AM
Apparently you guys have been playing long enough that all of this is second nature to you.  Here's my experience:

1) Log in with my station account.

2) Pick a realm and server.

3) Pick one of 4 faces.

4) I'm dropped on the planet and killed repeatedly. 

No idea what class/role I am.  No idea how to communicate with anyone.  No idea how to become a class (I prefer healer).  Nothing.  All I see is kill spam from level 20+ people mowing me down the instant I land.  The only information I'm given after my first death is a green icon on my map saying "Action here".

It's a pretty shitty system for getting me (or anyone) excited about the game, the war, and meeting people.  Seriously Bloodworth, how can you not see this?

The new player experience is very bad for this reason.   I don't know why they decided to drop people nto the fight rather than having people spawn at the Warp Gate right off the bat.

To be helpful:  When you die you will be taken to a screen where you can change your class and select your spawn location.  The class select is the set of icons under the map that say "Spawn as."  The list on the upper right is the set of locations you can spawn at.  Sunderers are troop transports that can deploy into mobile spawns.  The other spawn points are static points tied to a specific facility.   The "Warp Gate" spawn point is your faction's main foothold on the continent that you are on, and is a good place to spawn if you don'tknow what is going on, because you can usually find someone spawning in a Galaxy (Air troop transport/gunship) that will ferry you out to the battle.

You can also access terminals at the Warp Gate which will allow you to spawn your own air or ground vehicles, a terminal which allows you to change your class/loadout from in the game, and a terminal which will allow you to warp to one of the other continents if you don't like the battles going on where you are.


Title: Re: Planetside 2
Post by: Nebu on November 25, 2012, 09:51:05 AM
To be helpful:  When you die you will be taken to a screen where you can change your class and select your spawn location.  The class select is the set of icons under the map that say "Spawn as."  The list on the upper right is the set of locations you can spawn at.  Sunderers are troop transports that can deploy into mobile spawns.  The other spawn points are static points tied to a specific facility.   The "Warp Gate" spawn point is your faction's main foothold on the continent that you are on, and is a good place to spawn if you don'tknow what is going on, because you can usually find someone spawning in a Galaxy (Air troop transport/gunship) that will ferry you out to the battle.

You can also access terminals at the Warp Gate which will allow you to spawn your own air or ground vehicles, a terminal which allows you to change your class/loadout from in the game, and a terminal which will allow you to warp to one of the other continents if you don't like the battles going on where you are.

Thank you for this.  If I had been given this information in game (I don't know... through a tutorial?!?!) it would have made things so much less frustrating. 


Title: Re: Planetside 2
Post by: Falconeer on November 25, 2012, 09:59:35 AM
No idea what class/role I am.  No idea how to communicate with anyone.  No idea how to become a class (I prefer healer).  Nothing. 

So you don't get this screen every time you die?


(https://dl.dropbox.com/u/3584773/Ps2%20spawn.jpg)


Title: Re: Planetside 2
Post by: MediumHigh on November 25, 2012, 10:14:39 AM
No idea what class/role I am.  No idea how to communicate with anyone.  No idea how to become a class (I prefer healer).  Nothing. 

So you don't get this screen every time you die?


(https://dl.dropbox.com/u/3584773/Ps2%20spawn.jpg)

MMORPG players can't read. Unless its a wiki-page  :why_so_serious:


Title: Re: Planetside 2
Post by: Miasma on November 25, 2012, 10:20:40 AM
It took me like two days to realize the people with first aid squares over their heads aren't medics, they are people who need healing.

The best idea for new players, after you get killed out of the drop pod, is to respawn all the way back at your warpgate and slowly go through all the menus, weapons, look at all the terminals.  You should also run around a bit, the towers outside of the gate will show you the vertical transport beams, the catapult pads and turrets.

I intentionally played slower yesterday and learned a fair bit.

My question, what is the key command to increase the size of the mini map?

It's been linked before but the video tutorials are good.  At least look at the "first hour" and "base layout" ones.

http://www.planetside2.com/game-tutorials


Title: Re: Planetside 2
Post by: Nebu on November 25, 2012, 10:30:56 AM
So you don't get this screen every time you die?

Apparently I missed that part.  I was too busy trying to figure out which invisible level 21 person killed me and where I would respawn next. 


Title: Re: Planetside 2
Post by: Tale on November 25, 2012, 11:26:58 AM
My question, what is the key command to increase the size of the mini map?

defaults to H


Title: Re: Planetside 2
Post by: Trippy on November 25, 2012, 11:28:56 AM
It's a good game that they introduce like shit. It's also free. Not sure why you want to make the snap judgement, but you should give it a shot (and watch the tutorial vids, they're useful at times).
Why the snap judgement?  Because there are already a number of online FPS games that are much better crafted.  The only thing PS2 has going for it is scale and the fact that I have a bunch of station cash coins from EQ2 that I have nothing to spend on.  I watched a tutorial for like 30 mins before playing the game and I still didn't know what to do once I was dropped in front of enemy sights.  The UI and implementation are terrible for new players... and they need new players. 
Other MP FPSes aren't much better in this regard. If you dropped into a Counter-Strike, MP Call of Duty or Battlefield game for the very first time, things are likely to be very confusing at first and you are going to die a lot until you learn the maps and how the objectives work. Not that PS2 couldn't use a lot of improvement in the FTUE and UI as people have discussed but MP FPSes typically are not newbie friendly.


Title: Re: Planetside 2
Post by: Nebu on November 25, 2012, 11:31:03 AM
Other MP FPSes aren't much better in this regard. If you dropped into a Counter-Strike, MP Call of Duty or Battlefield game for the very first time, things are likely to be very confusing at first and you are going to die a lot until you learn the maps and how the objectives work. Not that PS2 couldn't use a lot of improvement in the FTUE and UI as people have discussed but MP FPSes typically are not newbie friendly.

Fair enough.  Perhaps I just prefer the slower, more strategic pace of WoT and WoWP.


Title: Re: Planetside 2
Post by: Goumindong on November 25, 2012, 11:34:40 AM
OK, so people have been saying PS2 has purely horizontal progression. Yet the two classes I play (medic and engineer) have a straight-up "x% better" progression on their main skill, and many other straight-up upgrades all over the place (x% more health, carry y more grenades, take z% less damage from explosions). It is also very hard for me to land hits with the starter NC carbine - I imagine a scope or the anti-recoil upgrades would help a lot without any significant drawbacks.

(Global Agenda did progression better imo, but they also fell short - many of the lowest-end weapons were inferior to ones unlocked later)

Generally power progression is horizontal once you've maxed out one particular area. I.E. You can have 25% more health, but not 25% more health and 2 more grenades. The exceptions to this are generally the class tools, but none of those will help you kill anyone any faster.

Raw power progression maxes out, i think somewhere around 2x after all multipliers. I.E. you can get guns and equipment that are strictly superior and get more health, so if you have 25% more health and hit 25% harder you're about 1.56 times stronger than the average noob. If they can aim, they're still going to plunk you.

Quote
My question, what is the key command to increase the size of the mini map?
H


-------------------------------------------------

Some general tips for my F13 Brothers.

Infiltrators:
1) You can stealth and aim at the same time. Many snipers do not realize this and stick around zoomed in looking for targets. Stealth(f), look for targets, hold your breath(shift), unstealth right before your aim steadies, then shoot.

2) You can hack enemy terminals and turrets. Walk up to them and press e. If you have an enemy turret and an enemy is inside it, it pops them out. Turn around and put some pistol rounds in their bewildered head. Generally hacking enemy terminals and turrets is your only strategic use in a greater fight.

3) Use your pistol. Your pistol, even above the battle rifles, is probably your best short-mid range weapon. If you're NC you have the best pistol hands down, you can outduel any other infiltrator and sometimes combat classes if you're quick.

4) Positioning is king. You're no good sniping where your allies are since this is where all the enemies guns and rockets are pointed. You need to get to a position where you can harass strategic points or enemies. I.E. Shoot the engineers repairing vehicles, shoot the medics reviving heavies, shoot people at vehicle terminals etc.

5) If you're NC your starting rifle is golden, if you're Vanu or TR you should buy the cheapest bolt action rifle asap. While there are advantages to the semi-automatic guns its better to be able to 1 shot kill. The best sniper rifle is, almost always, the high velocity bolt action, but its not worth the 1000 certs.

6) If you DO have to use a semi-automatic gun spend some time getting the rhythm of shooting down. After your shot, if you don't move your mouse your aim will go right back exactly to where you were last aiming. If you know the timing right you can put two shots fast enough that very few people will react in time. The reason the bolt action rifles are better is because one hit is all you can generally get on moving enemies, and two body shots quickly will generally get you a kill

Medics:

1) Don't revive people in the line of fire. It doesn't help even if it is free XP.

2) Don't get special grenades they're not worth it

Engineers:

1) Your turret does less damage than your primary gun, its main advantage is its long firing time and front shield. If you can get it set up, try to do so in a place you can't get sniped from.

2) Remember to throw down ammo, its free XP and everyone needs it.

3) Pair up with friendly max's. Stand behind them and heal them as they become massive murdering machines of mayhem.

4) Press e to "compromise" generators/spawn units etc. You get a kill worth of XP for this and its strategically valuable. Similarly you can stabilize them as well.

Heavy Assault:

1) Turn your shield on if you're falling to absorb fall damage into your shield rather than your health.

2) Your primary asset above other classes is your large ammo capacity (with the exception of Vanu until you buy a gun) and your rocket launcher, not your shield (though you should use it).

3) Your shield will give away your position, don't activate it until they're shooting at you.

4) Don't be afraid to waste rockets if you have an engi near, so long as they're dropping ammo.


Title: Re: Planetside 2
Post by: penfold on November 25, 2012, 11:36:13 AM
I installed this yesterday, after a few games of dying randomly I watched "the first hour" tutorial video and it managed to get me up and running with classes, vehicles and how to use the map to find battles.  I'm getting into it now, its a bit messy and imprecise though, and not running too well on my PC even on low settings.


Title: Re: Planetside 2
Post by: Tale on November 25, 2012, 11:52:37 AM
Whats worth getting? (or can you get it all through normal gameplay)

I looked at the weapon list during beta and the list seemed to contain lots of very similar weapons and was hugely confusing
The infantry weapons aren't too different but some are better than others, you can select the compare checkbox to see the difference.

Controversial tip: you only want one weapon anyway. The game is designed for you to become a specialist. It's going to take all your cert points to follow an upgrade path for this one weapon. So choose it wisely.

What you're comparing is un-upgraded infantry weapons, which are only slightly different when you first buy them. But the weapons are very different in their upgrade paths and what you can create with them.

For example, as VS light assault (and engineer, which shares carbine choices), I have picked the Solstice SF carbine. The only difference when you first buy it is that it has a single-fire (SF) mode. I want to add a laser sight and a forward grip to help me aim. But it also has certs on the list that the other carbines don't have: add a grenade launcher, add a single-bullet shotgun attachment, etc. All very expensive, but ultimately diversifying me from other light assault - and making me an unknown quantity to the enemy.


Title: Re: Planetside 2
Post by: Zetor on November 25, 2012, 12:31:24 PM
Thanks for the tips, some interesting stuff there (especially how engineers can compromise stuff... otoh I haven't had too many good experiences healing maxes, they tend to get 3-shot no matter what. Need Better Friends.  :awesome_for_real:)
OK, so people have been saying PS2 has purely horizontal progression. Yet the two classes I play (medic and engineer) have a straight-up "x% better" progression on their main skill, and many other straight-up upgrades all over the place (x% more health, carry y more grenades, take z% less damage from explosions). It is also very hard for me to land hits with the starter NC carbine - I imagine a scope or the anti-recoil upgrades would help a lot without any significant drawbacks.

(Global Agenda did progression better imo, but they also fell short - many of the lowest-end weapons were inferior to ones unlocked later)
Generally power progression is horizontal once you've maxed out one particular area. I.E. You can have 25% more health, but not 25% more health and 2 more grenades. The exceptions to this are generally the class tools, but none of those will help you kill anyone any faster.

Raw power progression maxes out, i think somewhere around 2x after all multipliers. I.E. you can get guns and equipment that are strictly superior and get more health, so if you have 25% more health and hit 25% harder you're about 1.56 times stronger than the average noob. If they can aim, they're still going to plunk you.
(snip)
Good to hear that the 3 grenade thing is exclusive with the +hp, I thought you could get them all at once (since they were parallel certs). I guess my main beef is that as a newbie medic/engie I'm a lot less useful to a team than someone who's level 20, no matter how well I play. Even in Global Agenda the level 1 medigun was as powerful as the higher level options (less versatile, perhaps).


Title: Re: Planetside 2
Post by: Goumindong on November 25, 2012, 01:37:51 PM
Yea, in order to get the bonuses you have to equip them.

So you can only carry one type of grenade, you can only carry one type of mine, you can only have one special ability (for classes that get different types of abilities) etc etc.

This also means that vehicles carry say, flares OR better armor. Smoke screen OR Radar.

Quote
Good to hear that the 3 grenade thing is exclusive with the +hp, I thought you could get them all at once (since they were parallel certs). I guess my main beef is that as a newbie medic/engie I'm a lot less useful to a team than someone who's level 20, no matter how well I play. Even in Global Agenda the level 1 medigun was as powerful as the higher level options (less versatile, perhaps).

Consider that the upgraded medigun/engigun is really expensive. The people who have it are not level 20, they're level 30. Trust me you're still valuable as a medic/engi when its not upgraded, getting it to level 2 or 3 is plenty and will happen really fast.

Edit: Getting a better weapon will do less for you in terms of how well you can kill people than just figuring out what is going on/the controls etc.

E.G. My longest killstreak as a sniper is, i think, 10 kills. I didn't get this by being an awesome shot, I got this by finding a position that the enemy did not scan for snipers after which I proceeded to kill them all. My most points/death as an infiltrator didn't come from sniping, it came from backhacking the entire top area of a enemy tech plant. There are anti-ground turrets covering the enemy spawn and so i pretty much got critical assist bonuses on everyone that came out(and a few kills) in addition to shutting off their anti-air and air spawning capabilities.


Title: Re: Planetside 2
Post by: 01101010 on November 25, 2012, 01:49:43 PM
E.G. My longest killstreak as a sniper is, i think, 10 kills. I didn't get this by being an awesome shot, I got this by finding a position that the enemy did not scan for snipers after which I proceeded to kill them all. My most points/death as an infiltrator didn't come from sniping, it came from backhacking the entire top area of a enemy tech plant. There are anti-ground turrets covering the enemy spawn and so i pretty much got critical assist bonuses on everyone that came out(and a few kills) in addition to shutting off their anti-air and air spawning capabilities.

Went on a tear of 17::0 last night playing absolutely without a care of living or dying. Ran into the fray spraying and praying and fleeing as soon as I needed a reload. I play so much better loose than actually trying to not die. And yes, some of those kills (4) came from a grenade.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Kageru on November 25, 2012, 03:10:37 PM

Some people on the forums pointed out that the PS2 bases are designed to be indefensible, filled with easy attack points and lots of random internal clutter so there's no concept of a front line and rarely of meaningful choke points.  The game has been designed to favor attacking and death match inside a base rather than any sort of organised siege and defence. I assume to make it more interesting to the lower attention span of the COD/Console generation. The instant action would be part of this too.

Watching some PS1 gameplay and the bases look so much more structured and sane, GW2 too.


Title: Re: Planetside 2
Post by: tmp on November 25, 2012, 03:29:09 PM

The new player experience is very bad for this reason.   I don't know why they decided to drop people nto the fight rather than having people spawn at the Warp Gate right off the bat.
In all fairness, the game spells it out on the launcher in big letters, "NOOB PLAYERS, CLICK HERE FOR INFO VIDEOS ON HOW SHIT WORKS". The ones linked by other people in this thread and deemed "helpful". If someone opts not to but go straight in, then welp.

edit: on different note, i got to experience first hand that mentioned earlier server bug which renders grenades not exploding, ammo packs not activating etc. Vehicles aren't exploded after they lose all hp, either. So guess whatever they tried in the patch didn't really work.


Title: Re: Planetside 2
Post by: Trippy on November 25, 2012, 03:33:17 PM

Some people on the forums pointed out that the PS2 bases are designed to be indefensible, filled with easy attack points and lots of random internal clutter so there's no concept of a front line and rarely of meaningful choke points.  The game has been designed to favor attacking and death match inside a base rather than any sort of organised siege and defence. I assume to make it more interesting to the lower attention span of the COD/Console generation. The instant action would be part of this too.

Watching some PS1 gameplay and the bases look so much more structured and sane, GW2 too.
Yes that's right, for PS2 they deliberately wanted to get rid of the "turtling" that would occur when attacking bases where it could be difficult to get to a control console or the power generator because of the way the bases were laid out and how well they were defended. Often times in PS1 you would literally have to "siege" a base by surrounded it and preventing any attempts to resupply* the base's nanite supply.

* Galaxy ANT drops into besieged bases were hella fun :awesome_for_real:


Title: Re: Planetside 2
Post by: Tale on November 25, 2012, 03:44:24 PM
Some people on the forums pointed out that the PS2 bases are designed to be indefensible, filled with easy attack points and lots of random internal clutter so there's no concept of a front line and rarely of meaningful choke points.  The game has been designed to favor attacking and death match inside a base rather than any sort of organised siege and defence. I assume to make it more interesting to the lower attention span of the COD/Console generation. The instant action would be part of this too.

Watching some PS1 gameplay and the bases look so much more structured and sane, GW2 too.

I saw that post on the forums too (which are overwhelmingly full of whiners), but last night I was involved in a 40-minute defensive battle that succeeded. VS defenders being attacked by large waves of NC. I don't know how many were involved, but it was huge and felt evenly matched. I spent the whole time up in a tower as an engineer, supplying ammo, repairing maxes, repairing turrets, alongside a medic who was just as busy with casualties. Everybody got into a routine with my resupplying. I got three kills with my carbine when enemies made it into the tower.

It was so intense that when we eventually won and got XP for the defense, there were celebratory yells and area chat about our victory, instead of everyone just moving on to the next fight. Maybe we just got lucky, but I'd like to think it was down to a good combination of teamwork and tactics. The bases might be more defensible when people become more experienced with the game, gain certs and team up.


Title: Re: Planetside 2
Post by: Sky on November 25, 2012, 04:10:41 PM
I've played a ton of defense, it's fun and it can actually work. And you need a lot of people playing properly to pull it off, though a tight outfit will dominate as usual. There's some folks on TR that are just scary organized with tricksies and whatnot. I prefer fighting Vanu, they topple much easier thus far.

I was in a running defense against TR and they kept gal dropping and flanking the shit out of everyone. It was great, but I died so much I just moved over to fighting VS ^^


Title: Re: Planetside 2
Post by: Jimbo on November 25, 2012, 04:16:03 PM
Does anyone remember the guy who used to write for either Lum's or SND, about PvP, his out fit was TR and they were pretty freaking crazy and organized.  Plus they don't mind taking scrubs to boost numbers as long as you go and do as they tell you to do things.  So yeah, if some of the TR groups come back that I remember from PS1, TR is going to be pretty tough.

Not that I'm not having fun as a Smurf  8-)  playing with the Evil Chickens is pretty fun too.

They freaking nerfed the Sunderer!  Used to be it had a ton of armor, now it is like easy to take down with a tank.


Title: Re: Planetside 2
Post by: Malakili on November 25, 2012, 05:39:13 PM

Some people on the forums pointed out that the PS2 bases are designed to be indefensible, filled with easy attack points and lots of random internal clutter so there's no concept of a front line and rarely of meaningful choke points.  The game has been designed to favor attacking and death match inside a base rather than any sort of organised siege and defence. I assume to make it more interesting to the lower attention span of the COD/Console generation. The instant action would be part of this too.

Watching some PS1 gameplay and the bases look so much more structured and sane, GW2 too.

I've noticed this as well.  It seems like they are deliberately trying to make strategy less important.  If you show up with more people and shove a base, you WILL take it.  Defenders advantage seems very weak in this game, which is only made worse by the fact that there is no real sense of attrition, which means you can't really make an attack stall out besides having such an overwhelming force that you manage to kill off all of their forward spawns one after the other before they can set more up.    It is also for this reason that as soon as a defense does happen to win, they immediately push an adjacent base, because it probably means you have the superior numbers anyway.  There is very little strategy involved in the game at all so far.  I hope that perhaps it remains undiscovered and we will see some more emerge at some point.


Title: Re: Planetside 2
Post by: brellium on November 25, 2012, 06:25:28 PM
Does anyone remember the guy who used to write for either Lum's or SND, about PvP, his out fit was TR and they were pretty freaking crazy and organized.  Plus they don't mind taking scrubs to boost numbers as long as you go and do as they tell you to do things.  So yeah, if some of the TR groups come back that I remember from PS1, TR is going to be pretty tough.

Not that I'm not having fun as a Smurf  8-)  playing with the Evil Chickens is pretty fun too.

They freaking nerfed the Sunderer!  Used to be it had a ton of armor, now it is like easy to take down with a tank.
KAAOS is running again on Connery as TR, =(.

I am now forced to decide if I'm going to run with KAAOS TR, or Bellum Aeternus VS on the same server.

Sunderer can still take down tanks, I watched one duel the general purpose tank, and then the TR main battle tank and survive them.  It was funny to watch.


Title: Re: Planetside 2
Post by: tmp on November 25, 2012, 07:07:04 PM
IIRC one of Sunderer certs is overall upgrade to the armour (while tanks have to cert each side separately) so perhaps it gets tougher with that.


Title: Re: Planetside 2
Post by: Nija on November 25, 2012, 07:15:53 PM
Does anyone remember the guy who used to write for either Lum's or SND, about PvP, his out fit was TR and they were pretty freaking crazy and organized.  Plus they don't mind taking scrubs to boost numbers as long as you go and do as they tell you to do things.  So yeah, if some of the TR groups come back that I remember from PS1, TR is going to be pretty tough.

You've gotta be talking about Buzzcut and The Enclave.

That dude is insane.

http://ru.twitch.tv/buzzcutpsycho/videos (http://ru.twitch.tv/buzzcutpsycho/videos)

Listen to him yell at everyone. Pick any video, jump to any spot in it and wait for a minute or two.


Title: Re: Planetside 2
Post by: WayAbvPar on November 25, 2012, 10:14:34 PM
Hey Evil Chicken folks- GET ON TS when you squad up! It makes things SO much easier, and a lot more fun too. I tried to post the TS server info in the message of the day, but apparently that is bugged. I have seen most of you on comms already, but for your holdouts- we promise to mock you. Not more than anyone else, at least  :grin:



Title: Re: Planetside 2
Post by: Brogarn on November 26, 2012, 07:58:40 AM
I'm with Nebu. Tried it. Felt like I got punched in the dick repeatedly on drop. Invisible dick punching, I might add. Figured that if I really wanted to play it, I could probably get past the learning curve and succeed, but felt I already have a ton of free to play options out there, or even subbed ones for that matter, that don't have that, so why bother. Plus the cheesy way to increase cert gains made me cringe. Anyways, moved on.


Title: Re: Planetside 2
Post by: Zetor on November 26, 2012, 08:04:57 AM
I came to the same conclusion. I posted my death breakdown a few pages back, but basically only 10% was from people I could actually see, rest was from fliers/snipers/grenades/friendly vehicles, sometimes while I was trying to repair them (:why_so_serious:). About the large scale mass combat aspect: eh, I logged into GW2 yesterday and had more fun in 2 hours doing their version of RVR (WvWvW) than I did in the entire weekend I was playing PS2. I see what the game is trying to do, but It Is Not For Me, and that's fine.

It did make me want to check out Global Agenda again (game's completely dead, btw).


Title: Re: Planetside 2
Post by: Druzil on November 26, 2012, 08:15:29 AM
Just a tip, this was not clear to me from the cert screen - I actually bought the Nano Armor 3 before I realized I had to equip it on the Suit section of my load-out.  So spending certs on all 3 of the shield regen speed, the flak and the nano is a waste since you only get one at a time.

Other than that I'm having a blast.  I like the base capture on this more than on PS1, it's more fun to be in the base than out on a hill firing at a wall for hours on end.  I think that's why I always like the tower captures in PS1.  I like the Bio lab much better now that there are the jump pads out on the sides and not just the middle teleporters.  I don't understand how to assault the tech plant yet.  Is light assault basically the only people capable of getting into the shield room?


Title: Re: Planetside 2
Post by: kaid on November 26, 2012, 08:24:57 AM
Thanks for the tips, some interesting stuff there (especially how engineers can compromise stuff... otoh I haven't had too many good experiences healing maxes, they tend to get 3-shot no matter what. Need Better Friends.  :awesome_for_real:)
OK, so people have been saying PS2 has purely horizontal progression. Yet the two classes I play (medic and engineer) have a straight-up "x% better" progression on their main skill, and many other straight-up upgrades all over the place (x% more health, carry y more grenades, take z% less damage from explosions). It is also very hard for me to land hits with the starter NC carbine - I imagine a scope or the anti-recoil upgrades would help a lot without any significant drawbacks.

(Global Agenda did progression better imo, but they also fell short - many of the lowest-end weapons were inferior to ones unlocked later)
Generally power progression is horizontal once you've maxed out one particular area. I.E. You can have 25% more health, but not 25% more health and 2 more grenades. The exceptions to this are generally the class tools, but none of those will help you kill anyone any faster.

Raw power progression maxes out, i think somewhere around 2x after all multipliers. I.E. you can get guns and equipment that are strictly superior and get more health, so if you have 25% more health and hit 25% harder you're about 1.56 times stronger than the average noob. If they can aim, they're still going to plunk you.
(snip)
Good to hear that the 3 grenade thing is exclusive with the +hp, I thought you could get them all at once (since they were parallel certs). I guess my main beef is that as a newbie medic/engie I'm a lot less useful to a team than someone who's level 20, no matter how well I play. Even in Global Agenda the level 1 medigun was as powerful as the higher level options (less versatile, perhaps).

I found this out the hard way the armor slot things are exclusive. Basically you can have one thing "Equiped" in the armor slot and all the options in the certs there are different items to slot there. I wound up wasting some certs so figure out what you want and focus on it pretty much.

As for engineers make sure you drop your ammo kits I found this out eventually that pretty much the ammo kits are your biggest source of constant XP rather than repairing things. Baring finding a good max to rid nursemaid on the ammo kits are hands down the biggest support xp for engineers atm. Find a group of heavies shooting rockets drop the ammo kit and watch the +12 xp's fly.

Really for a new person one of the best things you can do while getting used to the game is combat medic. Its probably the easiest way to get certs early on and your job is to follow the herd so you get to figure out what objectives need to get taken out as you follow people doing it and even if you want to fight the combat medic basic gun is pretty damn solid I was getting really good kills with it.


Title: Re: Planetside 2
Post by: kaid on November 26, 2012, 08:35:16 AM

Some people on the forums pointed out that the PS2 bases are designed to be indefensible, filled with easy attack points and lots of random internal clutter so there's no concept of a front line and rarely of meaningful choke points.  The game has been designed to favor attacking and death match inside a base rather than any sort of organised siege and defence. I assume to make it more interesting to the lower attention span of the COD/Console generation. The instant action would be part of this too.

Watching some PS1 gameplay and the bases look so much more structured and sane, GW2 too.
Yes that's right, for PS2 they deliberately wanted to get rid of the "turtling" that would occur when attacking bases where it could be difficult to get to a control console or the power generator because of the way the bases were laid out and how well they were defended. Often times in PS1 you would literally have to "siege" a base by surrounded it and preventing any attempts to resupply* the base's nanite supply.

* Galaxy ANT drops into besieged bases were hella fun :awesome_for_real:



Yup the old base sieges are not in ps2. That said there are still some bases where the fight to retake them is pretty insane. Fighting in the biolabs is usually pretty ferocious given those there are only a few ways into them more than ps1 but taking  a biolab is pretty damn evil. There are also a few map areas that geographically make assaults very difficult(I am looking at you crown). Seriously the crown is up there with snowfall graveyard for pvp black holes of DOOM and death. Once you capture it you are on the tallest mountain around and all the roads leading up to it come up narrow valleys. These turn into massive pathways of death as fire rains down on you from above. It turns into a massive armor/air/sniper duel. Ironic thing we got most of our force pinned in defending the crown and we had almost as hard time fighting our way back out of it as they did to get into it.


Title: Re: Planetside 2
Post by: Goumindong on November 26, 2012, 08:59:44 AM
especially how engineers can compromise stuff

In other "this game has terrible ways to introduce people to mechanics..." news

Turns out everyone can compromise stuff, only Engi's can stabilize things


Title: Re: Planetside 2
Post by: kaid on November 26, 2012, 09:02:06 AM
I came to the same conclusion. I posted my death breakdown a few pages back, but basically only 10% was from people I could actually see, rest was from fliers/snipers/grenades/friendly vehicles, sometimes while I was trying to repair them (:why_so_serious:). About the large scale mass combat aspect: eh, I logged into GW2 yesterday and had more fun in 2 hours doing their version of RVR (WvWvW) than I did in the entire weekend I was playing PS2. I see what the game is trying to do, but It Is Not For Me, and that's fine.

It did make me want to check out Global Agenda again (game's completely dead, btw).

Combat engineer lesson number 1 never stand in front of or behind a vehicle when repairing always stand on the sides. Otherwise you will get run over hard and often.


Title: Re: Planetside 2
Post by: kaid on November 26, 2012, 09:04:34 AM
Just a tip, this was not clear to me from the cert screen - I actually bought the Nano Armor 3 before I realized I had to equip it on the Suit section of my load-out.  So spending certs on all 3 of the shield regen speed, the flak and the nano is a waste since you only get one at a time.

Other than that I'm having a blast.  I like the base capture on this more than on PS1, it's more fun to be in the base than out on a hill firing at a wall for hours on end.  I think that's why I always like the tower captures in PS1.  I like the Bio lab much better now that there are the jump pads out on the sides and not just the middle teleporters.  I don't understand how to assault the tech plant yet.  Is light assault basically the only people capable of getting into the shield room?

There are also certs that will let certain classes/vehicles to ignore shield barriers but yes until more cert those up its light infantry or pod/gal dropping.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 09:47:04 AM
There are also certs that will let certain classes/vehicles to ignore shield barriers but yes until more cert those up its light infantry or pod/gal dropping.

Only the Sundy, and that's only for Vehicle Denying shields, not inf and vech shields. ( IE: Not Vehicle bay shields found under biolabs or at tech plants. )

Turns out everyone can compromise stuff, only Engi's can stabilize things

Not correct.  Everyone can compromise ( Start the overload ) and stabilize ( Stop the overload ) any shield or spawn generators. However, only Engineers can REPAIR them after they overload.


Title: Re: Planetside 2
Post by: Nebu on November 26, 2012, 09:55:23 AM
Played for a bit yesterday and will do my best to gives this a serious go.  I managed to heal two people while being shot dead a bunch of times.  That's good, right?  

I have to say that I'm getting tired of being killed by people that I can't even see.  It was my biggest pet peeve about BF1942.


Title: Re: Planetside 2
Post by: Sky on November 26, 2012, 10:00:17 AM
Don't remember if I mentioned it, but I certed my Bang Bus for AMS. I imagine EC already has a few folks that have it certed, but the more the merrier with cooldowns.

Right now I should probably work on learning the layouts of bases better. I get turned around pretty easy in a few of them. Insert minor rant about trying to find things by tiny icons.

Nebs, what kind of people? What situations are you getting in that unseen people are killing you? Are you being flanked? When I play Engy, I can stand behind the tank (well, to the side away from enemy fire, never stand behind) but for healing you should probably let people come to you. The medic is the most recognizable class (except the max of course)...which works both ways.


Title: Re: Planetside 2
Post by: WayAbvPar on November 26, 2012, 10:28:39 AM
Played for a bit yesterday and will do my best to gives this a serious go.  I managed to heal two people while being shot dead a bunch of times.  That's good, right?  

I have to say that I'm getting tired of being killed by people that I can't even see.  It was my biggest pet peeve about BF1942.

Are you on Waterson? Get hooked up with the EC folks (and get on TS!) and you will learn a ton of shit. The interface is fucking garbage, but having people to bounce questions off of as they pop up in your head will make it a lot easier.


Title: Re: Planetside 2
Post by: Nebu on November 26, 2012, 10:35:48 AM
You're right.  I know that Abagadro and Engles made WoT much more fun by helping me see the game more clearly. 


Title: Re: Planetside 2
Post by: snowwy on November 26, 2012, 11:02:51 AM
Thanks for the tips, some interesting stuff there (especially how engineers can compromise stuff... otoh I haven't had too many good experiences healing maxes, they tend to get 3-shot no matter what. Need Better Friends.  :awesome_for_real:)
OK, so people have been saying PS2 has purely horizontal progression. Yet the two classes I play (medic and engineer) have a straight-up "x% better" progression on their main skill, and many other straight-up upgrades all over the place (x% more health, carry y more grenades, take z% less damage from explosions). It is also very hard for me to land hits with the starter NC carbine - I imagine a scope or the anti-recoil upgrades would help a lot without any significant drawbacks.

(Global Agenda did progression better imo, but they also fell short - many of the lowest-end weapons were inferior to ones unlocked later)
Generally power progression is horizontal once you've maxed out one particular area. I.E. You can have 25% more health, but not 25% more health and 2 more grenades. The exceptions to this are generally the class tools, but none of those will help you kill anyone any faster.

Raw power progression maxes out, i think somewhere around 2x after all multipliers. I.E. you can get guns and equipment that are strictly superior and get more health, so if you have 25% more health and hit 25% harder you're about 1.56 times stronger than the average noob. If they can aim, they're still going to plunk you.
(snip)
Good to hear that the 3 grenade thing is exclusive with the +hp, I thought you could get them all at once (since they were parallel certs). I guess my main beef is that as a newbie medic/engie I'm a lot less useful to a team than someone who's level 20, no matter how well I play. Even in Global Agenda the level 1 medigun was as powerful as the higher level options (less versatile, perhaps).

I found this out the hard way the armor slot things are exclusive. Basically you can have one thing "Equiped" in the armor slot and all the options in the certs there are different items to slot there. I wound up wasting some certs so figure out what you want and focus on it pretty much.

As for engineers make sure you drop your ammo kits I found this out eventually that pretty much the ammo kits are your biggest source of constant XP rather than repairing things. Baring finding a good max to rid nursemaid on the ammo kits are hands down the biggest support xp for engineers atm. Find a group of heavies shooting rockets drop the ammo kit and watch the +12 xp's fly.



For even more extra XP, drop two packs!
1) Press 4. This is your standard ammo-pack. Drop it on the ground.
2) Press 5 to bring up the turret, then press "B". Viola, a second ammo-pack who not only stacks with your first one, but also lasts 4-four minutes!
3) Pray to St. Higby that your server ain't a douche and actually let's you do this thing of beuty

This will of course stop working the minute you cert into additional explosives, which uses slot 4.


Title: Re: Planetside 2
Post by: kildorn on November 26, 2012, 11:04:35 AM
Someone was nice and letting me farm XP while capping a sector yesterday. I dropped my usual ammo pack near the cap point, and a dude just kept unloading his rifle into a wall to give me resupply xp from it while we waited.


Title: Re: Planetside 2
Post by: 01101010 on November 26, 2012, 11:17:46 AM
Other than that I'm having a blast.  I like the base capture on this more than on PS1, it's more fun to be in the base than out on a hill firing at a wall for hours on end.  I think that's why I always like the tower captures in PS1.  I like the Bio lab much better now that there are the jump pads out on the sides and not just the middle teleporters.  I don't understand how to assault the tech plant yet.  Is light assault basically the only people capable of getting into the shield room?

Tech plants are the meat grinders as BW referred to them. Back door and jump jetting over the shields. That is the pinch-point, you shall not pass base. Once assault gets in the backdoor, I'd venture to say to get rid of the AMS parked in the bay first, then the gen... but that's just me.

And everyone with an AMS cert needs to get to a tech plant early in the fight and set up said AMS in the bay. Then, just climb in the cab and alt tab and go watch a movie. Come back and figure out what to do with your certs and shiny Battle Ranks.


Title: Re: Planetside 2
Post by: HaemishM on November 26, 2012, 11:38:01 AM
Hey Evil Chicken folks- GET ON TS when you squad up! It makes things SO much easier, and a lot more fun too. I tried to post the TS server info in the message of the day, but apparently that is bugged. I have seen most of you on comms already, but for your holdouts- we promise to mock you. Not more than anyone else, at least  :grin:



PM me with the details. I downloaded TS3 but realized I didn't know what server to log in to.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 11:44:08 AM
For even more extra XP, drop two packs!
1) Press 4. This is your standard ammo-pack. Drop it on the ground.
2) Press 5 to bring up the turret, then press "B". Viola, a second ammo-pack who not only stacks with your first one, but also lasts 4-four minutes!
3) Pray to St. Higby that your server ain't a douche and actually let's you do this thing of beuty

This will of course stop working the minute you cert into additional explosives, which uses slot 4.

Quite sure this is becouse you never, EVER loose the ability to drop ammo. No matter what you equip. "B" is the secondary mode key.

The defuilt sloted item, ammo pack, is a place holder, just like the "shield" you replace with nano armor. You do not loose your shield. Its a place holder.


Title: Re: Planetside 2
Post by: Sky on November 26, 2012, 11:55:15 AM
Quite sure this is becouse you never, EVER loose the ability to drop ammo. No matter what you equip. "B" is the secondary mode key.
But if you have a gun, doesn't that change single to semi or whatever?


Title: Re: Planetside 2
Post by: Pennilenko on November 26, 2012, 11:57:25 AM
So, is it necessary to purchase anything from the store with station cash? Or can this be played for free reasonably pain free?


Title: Re: Planetside 2
Post by: Falconeer on November 26, 2012, 11:57:31 AM
I have to say that I'm getting tired of being killed by people that I can't even see.  It was my biggest pet peeve about BF1942.

A thing that helps a lot against that is using the Heavy Assault. Your special ability pops up the shiled, and that shield makes you invulnerable for about 3 hits. As a result, it will take them about 10 hits to kill you instead of the usual 7, and those 3 additional hits, if you are quick enough to pop up the shield and haul ass running like crazy, will save your life a million of times. Just pop the shiled as soon as you are hit and RUN for cover. You don't want to turn around if you don't know where you are being shot from. You just want to run for cover AND THEN you will look for the enemy. By then you will know where you were being shot from thanks to all the red damage markers at the centre of the screen giving away your enemy's position.

You will still die a million times, but it helps to have that little trick that improves your survivability. It reduces frustration, and gives you a few more chances to learn the game and train your eyes-hand to react faster to fire. Worked for me.

Also, never EVER, not even for a second, stand still. Move like a twitchy idiot at all times, it prevents whoever has you in their crosshair to put all 7 bullets in your body in one shot, forcing them to aim well, be consistent and eventually make mistakes. And it's the only counter to sniper headshots from nowhere (the dreaded one-shot death).


Title: Re: Planetside 2
Post by: HaemishM on November 26, 2012, 11:58:26 AM
How does one "Pop the shield" with heavy assault? I didn't even know it had a special ability.


Title: Re: Planetside 2
Post by: kildorn on November 26, 2012, 11:59:59 AM
How does one "Pop the shield" with heavy assault? I didn't even know it had a special ability.

F is class ability by default (medic is an AE heal thing, heavy is a shield, infil is cloak)

Most of my "killed by something I can't see" is a sniper somewhere with a line on your sunderer. Or someone above you. People don't look up.


Title: Re: Planetside 2
Post by: croaker69 on November 26, 2012, 12:00:14 PM
F is the default.


I'm finding the interplay between how resources are accumulated and the 3 continent system is making for imbalanced pops on each continent.  There's is little incentive to go to the low pop continent for your team.  You'll be starved for air/mech resources while your opponent is not.  This seems to be stagnating with each realm grabbing a continent and holding it with 50% of the pop.  It's hard to get started on the low pop continents outside of an outfit organizing to push out of the warpgate.


Title: Re: Planetside 2
Post by: Falconeer on November 26, 2012, 12:00:53 PM
F default key. If you have a mouse with more buttons, make sure to have it right close to any fire button. You will use it as much, but you will often need to access it faster.


Title: Re: Planetside 2
Post by: Trippy on November 26, 2012, 12:04:19 PM
Is there anyway to turn off the fucking "ammo" icon above the Sunderer? I can't see shit in the front from the position 3 gun.


Title: Re: Planetside 2
Post by: shiznitz on November 26, 2012, 12:04:32 PM
Hey Evil Chicken folks- GET ON TS when you squad up! It makes things SO much easier, and a lot more fun too. I tried to post the TS server info in the message of the day, but apparently that is bugged. I have seen most of you on comms already, but for your holdouts- we promise to mock you. Not more than anyone else, at least  :grin:



PM me with the details. I downloaded TS3 but realized I didn't know what server to log in to.

Are most outfits using TS over the in-game voice?


Title: Re: Planetside 2
Post by: Sky on November 26, 2012, 12:04:48 PM
Yes, Light Assault are bitches from above. Also, if your fight is big enough to show up as a deployment for instant action, folks will pod to building tops.

I also like Falc's advice to always act like someone has you in their sights...because they often do. I get random damage all the time, but I also stay close to cover and duck behind it at the drop of a hat.

And the HA shield is a nice ohshit key, but be aware that it reduces your movement, you can't sprint. And it won't save you in most one-on-one battles, unless I just run into a lot of really good shots 1-on-1 (which may indeed be the case).

The F key works fine for me.


Title: Re: Planetside 2
Post by: Tale on November 26, 2012, 12:10:48 PM
I'm with Nebu. Tried it. Felt like I got punched in the dick repeatedly on drop. Invisible dick punching, I might add.

Oh poor little precious.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:19:08 PM
Quite sure this is becouse you never, EVER loose the ability to drop ammo. No matter what you equip. "B" is the secondary mode key.
But if you have a gun, doesn't that change single to semi or whatever?

Yes, its the secondary, or "ALT" fire mode key. The Alt of the turret is ammo pack, because you never loose that ability.

F is the default.


I'm finding the interplay between how resources are accumulated and the 3 continent system is making for imbalanced pops on each continent.  There's is little incentive to go to the low pop continent for your team.  You'll be starved for air/mech resources while your opponent is not.  This seems to be stagnating with each realm grabbing a continent and holding it with 50% of the pop.  It's hard to get started on the low pop continents outside of an outfit organizing to push out of the warpgate.

This is a side effect of to little conts, and no cont lock ability, and each empire having a foothold on each. Right now, picking a cont is in practice, choosing a server.

The original did not have this issue, hopefully PS2 will not with the plan on more conts and removing footholds and adding in cont locks. Then, its in effect, a player driven map rotation system.

Is there anyway to turn off the fucking "ammo" icon above the Sunderer? I can't see shit in the front from the position 3 gun.


Yes, remove that mod! But no, sadly, I have had this complained since they added it.


Title: Re: Planetside 2
Post by: Sky on November 26, 2012, 12:27:03 PM
Yes, its the secondary, or "ALT" fire mode key. The Alt of the turret is ammo pack, because you never loose that ability.
Unless you have a gun equipped, yeah? Or does that move ammo packs to the tertiary fire key?


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:30:08 PM
Yes, its the secondary, or "ALT" fire mode key. The Alt of the turret is ammo pack, because you never loose that ability.
Unless you have a gun equipped, yeah? Or does that move ammo packs to the tertiary fire key?

I really think the Engi is the exception to the rule. But yes, IF your gun has another fire mode, "B" is the key to switch. But the gun has to have a secondary. Burst, single, full ETC...

Engi is really the only class i can think of that "B" switches to another innate ability, and that is only when you have the turret selected. For everyone else its a fire mode switch.


Title: Re: Planetside 2
Post by: Engels on November 26, 2012, 12:31:55 PM
Are most outfits using TS over the in-game voice?

I've been unable to make invoice coms work, and from what I can tell, neither has anyone else in our outfit. The mic test and record/playback function work, but neither proximity or squad chat work at all for me thusfar, even though I from time to time hear someone in proximity chat say something. Hence EC's strong advocacy for TS3 atm.


Title: Re: Planetside 2
Post by: croaker69 on November 26, 2012, 12:32:55 PM
F is the default.


I'm finding the interplay between how resources are accumulated and the 3 continent system is making for imbalanced pops on each continent.  There's is little incentive to go to the low pop continent for your team.  You'll be starved for air/mech resources while your opponent is not.  This seems to be stagnating with each realm grabbing a continent and holding it with 50% of the pop.  It's hard to get started on the low pop continents outside of an outfit organizing to push out of the warpgate.

This is a side effect of to little conts, and no cont lock ability, and each empire having a foothold on each. Right now, picking a cont is in practice, choosing a server.

The original did not have this issue, hopefully PS2 will not with the plan on more conts and removing footholds and adding in cont locks. Then, its in effect, a player driven map rotation system.


I was thinking that it was exacerbated by having the same number of continents as sides.  Having 2 or 4+ should disrupt this effect.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:33:05 PM
In game coms really took a dive at launch. Has to be a saturation issue. Its hit and miss. Also... People. Invest in a headset please!


Title: Re: Planetside 2
Post by: WayAbvPar on November 26, 2012, 12:38:06 PM
Are most outfits using TS over the in-game voice?

I've been unable to make invoice coms work, and from what I can tell, neither has anyone else in our outfit. The mic test and record/playback function work, but neither proximity or squad chat work at all for me thusfar, even though I from time to time hear someone in proximity chat say something. Hence EC's strong advocacy for TS3 atm.

Yeah- I have tinkered with the settings, and all the tests work, but I don't hear anything, and don't seem to be heard when I try to talk.

As for the engineer dropping ammo alternate key- does that work when carrying other items like tank mines? I have to choose between ammo packs and mines in the loadout. If I can somehow carry both, I would be overjoyed.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:40:42 PM
As for the engineer dropping ammo alternate key- does that work when carrying other items like tank mines? I have to choose between ammo packs and mines in the loadout. If I can somehow carry both, I would be overjoyed.

I'm not 100%. In my experience it only works with the turret selected. The use is, you never loose the ability to drop ammo. I found this out because a friend of mine thought the same thing. He was over joyed he did not have to give that ability up.

Off the top of my head, I suspect its that slot, regardless of whats equipped in it. Feels like a GUI template limitation. And IIRCC, The turret is not replaced by mines...is it?

I need to spend more time as an Engi it seems.


Title: Re: Planetside 2
Post by: WayAbvPar on November 26, 2012, 12:41:26 PM
No, the turret is default 5- ammo and mines are on 4.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:42:34 PM
I didn't think the turret was replaceable at this time. It was in beta with the flavors of turrets. But i think there is only one right now. So, on 5 you have the turret and ammo ( b ). On 4 you have ammo or mines. Net effect, you have what you want, I think.

Yes, its jacked, and they should just mod the GUI to have another slot.


Title: Re: Planetside 2
Post by: WayAbvPar on November 26, 2012, 12:43:35 PM
I haven't unlocked everything yet, so I am not sure, but I suspect you are right.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:46:06 PM
http://wiki.planetside-universe.com/ps/Engineer

Try that.

EDIT: That explains it. Ammo drop is part of the ACE. ( Advanced Construction Engine ) You may or may not recall the ACE was the tool in PS1 that could be set to deploy quite a number of things, like spitfires and whatnot.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 12:53:35 PM
am I allowed to say the original method of selecting what to create with the ACE was better than this. I can see how convoluted this is.


Title: Re: Planetside 2
Post by: WayAbvPar on November 26, 2012, 01:29:38 PM
Tested it in game- B does not drop ammo packs if you have selected mines. I have also discovered that if you leave a mine under a deployed Sunderer, it will go off in like 5 seconds. Takes 2 to kill 1 Sundy. 332 XP pinata  :awesome_for_real:


Title: Re: Planetside 2
Post by: 01101010 on November 26, 2012, 01:39:05 PM
As for the engineer dropping ammo alternate key- does that work when carrying other items like tank mines? I have to choose between ammo packs and mines in the loadout. If I can somehow carry both, I would be overjoyed.

I'm not 100%. In my experience it only works with the turret selected. The use is, you never loose the ability to drop ammo. I found this out because a friend of mine thought the same thing. He was over joyed he did not have to give that ability up.

Off the top of my head, I suspect its that slot, regardless of whats equipped in it. Feels like a GUI template limitation. And IIRCC, The turret is not replaced by mines...is it?

I need to spend more time as an Engi it seems.

LOSE. Sheesh... you spell worse than you fly.

And in this game where the map tends to be crawling all over with people, yeah, you get blindsided a ton. That is the nature of it. Sometimes you sneak up on someone or just come up behind someone and free kill. Other times, you are the free kill. Happens a lot in those twilight times before and after a big battle when people aren't fixated on one particular direction. Just do not camp... ever. Fire, get a kill, move on. People will dial your location in if you stay for more than 2 kills - unless you are behind a shielded door.  :awesome_for_real:



And Light Assault. Yeah... sooooo, fun in the trees.


Title: Re: Planetside 2
Post by: Nija on November 26, 2012, 01:58:22 PM
Tested it in game- B does not drop ammo packs if you have selected mines. I have also discovered that if you leave a mine under a deployed Sunderer, it will go off in like 5 seconds. Takes 2 to kill 1 Sundy. 332 XP pinata  :awesome_for_real:

Hit 5 to carry around the turret. Don't left click your mouse to deploy it.

While you're holding it, hit B. You'll now be holding an ammo pack. Drop it.

Click 4 to go back to your mine laying ways and carry on happily acquiring ammo resupply exp and sunderer mine kills.

If you're in a biolab, replace your mines with bouncing betties and put them at the generator.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 26, 2012, 02:44:52 PM
Sheesh... you spell worse than you fly.

Someone put that mountain there, I swear.


Title: Re: Planetside 2
Post by: Goumindong on November 26, 2012, 04:41:03 PM
Combat engineer lesson number 1 never stand in front of or behind a vehicle when repairing always stand on the sides. Otherwise you will get run over hard and often.

Also don't do it if you're not out of line of fire. When I snipe, i prioritize repairing pilots.

I have to say that I'm getting tired of being killed by people that I can't even see.  It was my biggest pet peeve about BF1942.

Draw distance is the same for everyone, its hard capped to be the same in the server(iirc). If you're getting killed by people you "can't see" its because you aren't looking at them. Though I will admit its sometimes very hard to see Vanu on Esamir at night and NC anywhere at night (Vanu purple blends into the purple ice, and NC blue blends in everywhere, though especially the blue/gold rocks on Amerish)

I'm finding the interplay between how resources are accumulated and the 3 continent system is making for imbalanced pops on each continent.  There's is little incentive to go to the low pop continent for your team.  You'll be starved for air/mech resources while your opponent is not.  This seems to be stagnating with each realm grabbing a continent and holding it with 50% of the pop.  It's hard to get started on the low pop continents outside of an outfit organizing to push out of the warpgate.

Also, a few of the continents are really easy to back cap after locks for certain sides. Due to the base placement structure of Amerish its nearly impossible for Vanu to push out of their gate to the south since a quick jaunt shuts off the entire southern push and because of the way they're stacked you can choose any of like two or three bases to do it at.


Title: Re: Planetside 2
Post by: Kageru on November 26, 2012, 06:46:03 PM

Trying to defend generators... ugh. They're (mostly) in little isolated buildings with multiple entries, no cover (so put a grenade in and defenders are done), no door locks or entry obstructions and any class can wander in and push the "explode this generator" button at will. Whoever designed these fortresses was clearly working for the enemy.



Title: Re: Planetside 2
Post by: Goumindong on November 26, 2012, 07:06:01 PM

Trying to defend generators... ugh. They're (mostly) in little isolated buildings with multiple entries, no cover (so put a grenade in and defenders are done), no door locks or entry obstructions and any class can wander in and push the "explode this generator" button at will. Whoever designed these fortresses was clearly working for the enemy.



The worst is the tech plants.

I know, lets make a turret that covers our spawn room, that sounds like a great idea since no infiltrator will ever hack our turrets and turn them against us!


Title: Re: Planetside 2
Post by: WayAbvPar on November 26, 2012, 07:23:59 PM
NC is getting its shit pushed in on all three continents on Waterson. Getting really frustrated. I get the first shot in almost every time and still get killed in 70% of my 1v1 battles. I feel like I am shooting a water gun or something. I can see all the hits registering, but when I die the guy has like 25% health left. Logged off in disgust for now.


Title: Re: Planetside 2
Post by: 01101010 on November 26, 2012, 07:46:12 PM
NC is getting its shit pushed in on all three continents on Waterson. Getting really frustrated. I get the first shot in almost every time and still get killed in 70% of my 1v1 battles. I feel like I am shooting a water gun or something. I can see all the hits registering, but when I die the guy has like 25% health left. Logged off in disgust for now.

Aim high - just below the throat. The recoil will bounce the gun into a headshot most of the time, in CQB that is. Want kills, hit a Biolab and pull Light Assault and find high ground to fire down at people. After a kill, move to another spot and repeat, then move back. Just keep an eye on enemy light assaults that manage to get up top.


Title: Re: Planetside 2
Post by: Sky on November 26, 2012, 07:47:47 PM
I get the first shot in almost every time and still get killed in 70% of my 1v1 battles. I feel like I am shooting a water gun or something. I can see all the hits registering, but when I die the guy has like 25% health left. Logged off in disgust for now.
That happened to me the other day. It was to the point where I was laughing about it. And it started with guys having 25% health left and got to the point where sometimes the guy would only have half his shield knocked down. Really? I'm not /that/ bad an aim.


Title: Re: Planetside 2
Post by: Miasma on November 26, 2012, 08:07:24 PM
NC is getting its shit pushed in on all three continents on Waterson.
We kinda suck on Matherson too.  I wonder if it's across most servers, then we could blame our weapons.  I hope so because otherwise I suck really bad at 1v1 type encounters.

I also find it suspicious that the population bars are almost always 33% - 33% - 33%.  That just seems very unlikely.

I wish I could settle on a class I like.  I have a severe case of grass always being greener on the other side.  Whenever I'm playing my medic I see nothing but armor and turrets that need repairing, whenever I'm on my engineer it's like a sea of corpses that need rezzed.


Title: Re: Planetside 2
Post by: Kageru on November 26, 2012, 08:26:29 PM
The NC guns are terrible. If you could select freely I doubt anyone would be using them. I suspect that's also caused a lot of the min/max groups to shift towards the dominant faction. Which given you invest a lot in a character and one faction per server will somewhat get "locked in".

With classes the veterans will eventually have everything unlocked. But even for a more casual players I reckon you want to settle on a couple of classes that complement. For example I'm focusing on engineer and medic. The medic if I want to play a mid range infantryman with a bit of group utility who is good on the assault, and the engineer when no one else is or we're defending a base.

Medic as a role is underpowered IMO. Mostly because vehicles health > infantry health, ammo supply is really useful and most of the fighting tends to be pretty close to a respawn point. The turret is tragic though.


Title: Re: Planetside 2
Post by: Falconeer on November 27, 2012, 12:51:37 AM
NC guns can be really frustrating. It could help to switch to a higher damage or higher rate of fire one and see if it fits your burts-style/consistency better, but as we all know the price for new weapons, let alone speccing them, is really high. When it comes to Heavy Assault, I find the EM6 a lovely weapon now that it has a forward grip, a compensator, high speed bullets and a 2x reflex sight, but it took me a week (and about 300 certs) to make it so and finally get comfortable.  Not to mention that either you got it as an Alpa Squad unlock, or it's gonna cost you more certs/SmedCash.

A couple more tips, this is about spotting and minimaps which by talking to my friends seem very neglected:

-  Pay attention to the mini map whenever you can! Red arrows are enemies that one of your allies spotted. It's invaluable to see where they are, even if only for a second, and what way they are looking. Perfect to sneak on them. It's probably what they are doing when they blind-kill you.

- For the same reason, SPOT your enemies. Press the Q key whenever you can. It signals enemies for everyone, and it also puts their name and lifebars on their heads, making it easier for you to hit them if they are far away. Spotting is essential!

- SUPER pro-tip: Whenever you shoot your weapon, unless you have silencers, you show up on all enemy mini-maps as a big red dot (not an arrow) whether or not anyone spotted you or is even in LoS with you. It's your gun giving away your generic position. This means, WHENEVER you have to shoot your gun, keep moving and go away cause technically it's not the noise you produce that gives away your position, but the noise you produce generates a red dot on enemy minimaps, and that is why they see you before you see them. ALWAYS be on the move unless you are in a very defendable position.


Hope it helps fighting some frustration.


Title: Re: Planetside 2
Post by: Kageru on November 27, 2012, 02:34:13 AM

Ah, thanks, I'd wondered what those red dots were.


Title: Re: Planetside 2
Post by: Jimbo on November 27, 2012, 02:40:29 AM
Anyone know which NC Light Assault Carbine has the undermount grenade launcher? 


Title: Re: Planetside 2
Post by: Falconeer on November 27, 2012, 03:42:13 AM
What goes on in the mini-map:

Red Arrow = Enemy infantry, spotted (Q key) by you or anyone else. Sound cues give out the class of the enemy: "Enemy medic spotted!", and so on.

Red Vehicle = Enemy vehicle, spotted (Q key) by you or anyone else. Shape of the tiny red icon on the mini-map gives away exactly what vehicle it is.

Red Aircraft = Enemy aircraft, spotted (Q key) by you or anyone else. Shape of the tiny red icon on the mini-map gives away exactly what aircraft it is.

Red dot = Last known position of an enemy object, as given out by gun sounds or some other action, and _not_ spotted by anyone. It could be infantry, a vehicle, or an aircraft, no way to tell it.


Learning to master the mini-map and being able to read it on the fly without taking your eyes off the main screen is an ability that helps a lot both in staying alive and killing others.


Title: Re: Planetside 2
Post by: Goumindong on November 27, 2012, 05:33:59 AM
We kinda suck on Matherson too.  I wonder if it's across most servers, then we could blame our weapons.  I hope so because otherwise I suck really bad at 1v1 type encounters.

Its not your weapons. You're doing fine on Genudine.

If you're having trouble, find one of the higher RoF weapons and try it out. (also don't use high velocity ammo)


Title: Re: Planetside 2
Post by: 01101010 on November 27, 2012, 05:47:46 AM
I have always found the NC weapons superior in this and the real Planetside. Hitting harder works better for me. Trick is to burst fire for anything above medium range and unload full auto in CQB. TR has been the challenge given the less punch and the bigger accuracy hit. VS is just to disco for me to consider playing seriously.

Oddly enough, my original outfit on Johari started out as NC before deciding to run TR for the cycler. I was a bit dismayed since I really was rather good with the Gauss, annoying chirping aside. But at least you could loot in the original.  :oh_i_see:


Title: Re: Planetside 2
Post by: apocrypha on November 27, 2012, 06:38:37 AM
Tooled about in this for an hour or so the other day. As others have said, the new player experience is terrible.

I can't even find how to get new gear. When I go to the resupply stations there doesn't seem to be any "purchase this" or "equip this" button for stuff. I can see that I haven't got certs to unlock gear but there seems to be a load of gear that's unlocked and yet I can't work out how to actually get it.

I'm with Nebu. Tried it. Felt like I got punched in the dick repeatedly on drop. Invisible dick punching, I might add.

Oh poor little precious.

While that attitude is no surprise, it'll be fatal to the game if it's exhibited by the devs. Funnily enough I would expect most people trying this out want it to succeed. I certainly have lots of fond memories of PS1 and would love this to be as much fun. Saying that it isn't fun isn't whining or bleating or hand-wringing (or whatever the l33t derogatory adjective of the day is), it's feedback, and in an increasingly over-populated competition for people's F2P money devs either get this right or their franchise dies.


Title: Re: Planetside 2
Post by: Miasma on November 27, 2012, 06:54:57 AM
Anyone know which NC Light Assault Carbine has the undermount grenade launcher? 
Gauss Compact S. (http://planetside.wikia.com/wiki/Carbines)


Title: Re: Planetside 2
Post by: 01101010 on November 27, 2012, 07:24:26 AM
Anyone know which NC Light Assault Carbine has the undermount grenade launcher? 
Gauss Compact S. (http://planetside.wikia.com/wiki/Carbines)

Oh god damn it. I am rocking the T5 AMC. It's a nice gun and all, but had I known about the attachments...  :oh_i_see:


Title: Re: Planetside 2
Post by: Sky on November 27, 2012, 08:04:10 AM
I /really/ wish the heavy had a grenade launcher. Where's my goddamned thumper?

I've recently been using the Jackhammer, but it doesn't seem as effective as the GD-22S. I like the 22S's RoF and it packs a decent punch; the main downside seems to be the 50 bullet clip. But really, for 1v1 that should be plenty. The jackhammer's 6 round clip seems MUCH smaller. I don't think a close range dump has killed anyone 1v1, mostly just getting kills charging into indoor battle where guys are already a bit worn down.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 08:36:22 AM
Doesn't the Jackhammer have a three round shot?


Title: Re: Planetside 2
Post by: Falconeer on November 27, 2012, 08:46:02 AM
Three round shot? I don't know what you mean, but it can testify the Jackhammer becomes a good weapon when you upgrade its capacity to 10 slugs. Very situational, of course. It's utterly useless to anything that isn't within 5 meters (16 feet). Also, I am not sure about this but seems to me that if you actually headshot someone at point blank with it you actually instakill them.


Title: Re: Planetside 2
Post by: kaid on November 27, 2012, 09:01:58 AM
The NC guns are terrible. If you could select freely I doubt anyone would be using them. I suspect that's also caused a lot of the min/max groups to shift towards the dominant faction. Which given you invest a lot in a character and one faction per server will somewhat get "locked in".

With classes the veterans will eventually have everything unlocked. But even for a more casual players I reckon you want to settle on a couple of classes that complement. For example I'm focusing on engineer and medic. The medic if I want to play a mid range infantryman with a bit of group utility who is good on the assault, and the engineer when no one else is or we're defending a base.

Medic as a role is underpowered IMO. Mostly because vehicles health > infantry health, ammo supply is really useful and most of the fighting tends to be pretty close to a respawn point. The turret is tragic though.


Actually medics get FAR better xp from support than engineers do. You get 98 xp I think per rez and you will rez a lot during a fight. The extra for healing people is just icing on the cake. While vehicles have more health they also tend to be less of them around and more likely to run you over and kill you accidentally.


Title: Re: Planetside 2
Post by: Goumindong on November 27, 2012, 09:07:33 AM
I /really/ wish the heavy had a grenade launcher. Where's my goddamned thumper?

I've recently been using the Jackhammer, but it doesn't seem as effective as the GD-22S. I like the 22S's RoF and it packs a decent punch; the main downside seems to be the 50 bullet clip. But really, for 1v1 that should be plenty. The jackhammer's 6 round clip seems MUCH smaller. I don't think a close range dump has killed anyone 1v1, mostly just getting kills charging into indoor battle where guys are already a bit worn down.

This is why I can't use the Orion (starting VS Heavy Assault gun). The Orion doesn't get an extended magazine (so you're stuck with 50 rounds) even though its definitely the highest DPS for Vanu Heavy Assault. So i use the Flare (basically the NC SAW-S which can't get the advanced forward grip)


Title: Re: Planetside 2
Post by: 01101010 on November 27, 2012, 09:08:11 AM
Three round shot? I don't know what you mean, but it can testify the Jackhammer becomes a good weapon when you upgrade its capacity to 10 slugs. Very situational, of course. It's utterly useless to anything that isn't within 5 meters (16 feet). Also, I am not sure about this but seems to me that if you actually headshot someone at point blank with it you actually instakill them.

Triple shot was the old PS jackhammer's secondary fire mode. It basically unloaded the hammer with a full CoF bloom. It was heavenly for loading up AP rounds and point blank MAX blasting.

And that reminds me... why use a MAX for anything other than AA? With these 'all purpose' bullets, no need for switching out those gold lovelies when a MAX is in the area. Just start blasting/plinking away. Especially given the fact that everyone focus fires on any MAX they see... they drop faster than a HA with a shield up just due to the maneuverability issues. That said, I do hear the burster MAX is better at AA than a skyguard... which I am still fuming about.


Title: Re: Planetside 2
Post by: Falconeer on November 27, 2012, 09:12:55 AM
Just tested the Jackhammer thing.

Basically, if you hit B then the Jackhammer switches to the three-round-shot, which underwhelmingly enough is just three shots one after another. It's not that great because it doesn't go any faster than what you can do with your finger, and it just empties your clip much faster. Not to mention that you have to switch from normal mode to threesome mode, while it could have been a bit better if you could just remap it as tertiary fire (but you can't). It would have actually been great if it just released the three slugs at once. Now that would have been fun.


Title: Re: Planetside 2
Post by: Slayerik on November 27, 2012, 09:27:49 AM
So, for the first time I played with my old outfit last night. My experience with PS2 went from shit to quite fun and addictive. We had two full platoons on Mumble, and thus controlled our own fate. We decided to harass and lockdown the TR warpgate for about an hour. Good times. Actually had a kill streak going and everything.

 If anyone is looking for a large, semi organized Vanu outfit...let me know. We are on Mattherson. www.gotr.us (http://www.gotr.us)

We also do Outfit raids on Thursday evening, and a Sunday Fun Raid (theme voted on during the week). Everything from Mass galaxy drops to Lightning raids, or Max crashes (well, at least back in PS1)


Title: Re: Planetside 2
Post by: Nebu on November 27, 2012, 09:32:06 AM
Like all games of this genre, the pvp is always better in a group of friends.

Serious question: Does a medic have a real role in this game?  I see respawns as being so fast and frequent as to make death nearly meaningless.  Is a dedicated rezzer as valuable as another quality gun in the field from a strategic point of view?



Title: Re: Planetside 2
Post by: Sky on November 27, 2012, 09:41:14 AM
As a heavy, I'm always asking for a quick heal.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 09:41:59 AM
A respawn will not help you  push a point if its 500m away. It also wont help if you pulled a max, medics will allow you to keep it.

Yes medics have a role.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 10:35:24 AM

PlanetSide 2 review - PC gamer (http://www.pcgamer.com/review/planetside-2-review/2/)


Title: Re: Planetside 2
Post by: WayAbvPar on November 27, 2012, 10:42:33 AM
Can't find the answer to this with a quick google search (at least so far)- how do I resupply an aircraft? I landed next to a supply tower, but got nothing.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 10:43:28 AM
Air pads. Big giant icon on them. Land there. Make sure its a friendly tower/base!


Title: Re: Planetside 2
Post by: WayAbvPar on November 27, 2012, 10:47:45 AM
Duh. That makes sense. Thanks!


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 10:53:37 AM
Any time.

Matt Higby talks testing weapons, server restrictions, and more in PlanetSide 2 interview (http://massively.joystiq.com/2012/11/27/matt-higby-talks-testing-weapons-server-restrictions-and-more/)

Quote
For anyone who hadn't noticed, a little game called PlanetSide 2 launched one week ago today. OK, it isn't really little at all; folks who log in to the new MMOFPS enter a massive world with battles taking place all over the map. In a recent video interview, Creative Director Matt Higby discussed a few features players might have missed in their battle frenzy as well as some upcoming ones they can expect.

Introduced at launch, one feature Higby highlighted is the ability to test weapons out in the field before committing their hard-earned certs to a purchase, so "buyer's remorse won't necessarily be as prominent." Every eight hours, players can grab a weapon (for free) and run around with it for 30 minutes. Players can do this three times a day but must use a different weapon each time; the cool-down timer for testing a weapon a second time is 30 days. And soon, players can also expect a more detailed preview window when perusing weapon with information on how the weapon behaves and what attachments can be used on it.

Higby goes on to reveal that the one empire per server restriction will be lifted and highlights the upcoming ability to switch servers and rename characters. Folks waiting for the ability to switch factions, however, are out of luck. Get all the details -- plus some in-game footage -- in the video after the break.


Title: Re: Planetside 2
Post by: Falconeer on November 27, 2012, 11:19:09 AM
Quote
Higby goes on to reveal that the one empire per server restriction will be lifted

 :ye_gods:


Title: Re: Planetside 2
Post by: Miasma on November 27, 2012, 11:21:14 AM
That's a crazy idea, they shouldn't do that.


Title: Re: Planetside 2
Post by: Nebu on November 27, 2012, 11:26:34 AM
That's a crazy idea, they shouldn't do that.

Does it really matter with F2P?  All on one account seems easier for them to manage than having people make 3+ accounts. 


Title: Re: Planetside 2
Post by: 01101010 on November 27, 2012, 11:31:34 AM
Well it will be rethought once a full on base defense get's neutered by some of the other faction spawning over as defenders and sabotaging the defense. But I do see your point Nebu... it can happen anyway with multiple accounts. I just hope that your grief score carries over between faction jumps to help with things.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 11:37:19 AM
He goes into more detail in the video than that paragraph provides.


Title: Re: Planetside 2
Post by: kaid on November 27, 2012, 11:58:50 AM
Quote
Higby goes on to reveal that the one empire per server restriction will be lifted

 :ye_gods:

This is not necessarily a problem. You could do this in PS1 but there was a lock out timer that once you played one side in a day it took a few hours before you could log onto the other faction so it kept you from doing any rapid switching side to side.


Title: Re: Planetside 2
Post by: Falconeer on November 27, 2012, 12:04:28 PM
Something weird happened. I never noticed I had a "Warden" battle rifle in the Cert list, so I checked it out even though it was red (unlocked) and decided to buy it for 700 SC. It's a single shot long range rifle, and I really like it. But my surprise comes from the fact that I could not find this rifle in the "Depot" store for the life of me. I think it has to do with the fact that the depot has a stupid auto-filter function, and "Battle Rifles" are part of no sub group, so they don't show up.

The bottom line is, there could be more weapons available for your class that you haven't seen in the depot page. Look harder in the cert page. And disregard this message if I am just crazy and it was all there but I couldn't see it.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 12:07:04 PM
If you filter for a class, I think you miss seeing the Nanite system Stuff, we used to call them common pool items.

EDIT: Seems that one is is EPS.


Title: Re: Planetside 2
Post by: Nija on November 27, 2012, 12:32:18 PM
The warden doesn't show up if you filter by class either. Neither did the NS-11a. You just have to be on top of things to find the cheater guns.

The warden is pretty cool for an engineer. I can go suppress with a sniper buddy of mine and lay down infinite ammo for us. I can't hit shit at that range (only a 6x scope) but I can lay down 20 rounds as fast as I can pull the trigger.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 27, 2012, 12:34:40 PM
Some eve dude loves some Planetside 2.

http://themittani.com/features/planetside-2-review

EDIT: Also, anyone notice than when you are in a platoon, the "Z" key switches from squad to Prox? Odd that.


Title: Re: Planetside 2
Post by: Sky on November 27, 2012, 01:24:50 PM
Maybe it screwed up the shortcut for platoon in the automagic code? You should bug it.

edit:

I forgot my #2 wishlist item. More voice options. Because I'm getting awfully tired of being Fred Armisen from the skit The Californians (http://screencrush.com/snl-californians/), dude. "Like, I could totally use a heal, broham!"


Title: Re: Planetside 2
Post by: Bzalthek on November 27, 2012, 02:05:47 PM
Well I bought the x12 scope and tried the infiltrator. Headshots all day long!  Have to move after 4-5 because they start to figure it out hee.


Title: Re: Planetside 2
Post by: Kageru on November 27, 2012, 03:59:14 PM

Jackhammer is regarded as very underpowered I think (so is the lasher?). Apparently it's shot spread is pretty obscene.

Medics, and to an extent infiltrators have a very limited role because the time to kill is so short. It becomes a lot about dying, respawning and running back to the fight. A medic can be valuable, and get good xp, if they are part of a tight group fighting a goodly distance from a respawn point, but that is very rare outside of organized groups. Either the fight is very near the respawn point or people fan out and go every which way. In such a situation getting to a body and giving a revive within the 8 second respawn timer is very tight. I've also seen large groups of infantry trying to defend a hilltop but that almost always ends with a vehicle obliterating them all. The engineers ability to repair vehicles when in the open, defences in the base and give ammo is more reliably useful.

The medic does have a better weapon ranged though. So being a medic as effectively a designated marksman (Since HA,Eng, LA and MAX) are pretty much all short range is still valuable. And if you see a body or low health you can add a bit.




Title: Re: Planetside 2
Post by: Goumindong on November 27, 2012, 04:11:37 PM
Infiltrators are hard to use strategically, medics are much easier. The time to spawn is low, but the time to get back to a fight tends to be a lot higher. Any group which has a medic or two will consistently push a group that does not off whatever piece of land they're fighting over and then hold a critical choke point/destroy a spawn.

Infiltrators are hard to use strategically because they cannot effectively push a location against medics/HA's/moving units. Each infiltrator you have is someone you cannot effectively use to push a location down, though a few are still valuable to hack turrets/consoles.

Infiltrators are great in protracted fights, where the group is unable to push because the enemy has some infantry which is resupplying them and without which they can be pushed against. I have, on occasion, single handedly turned engagements by sneaking around a fight sniping the enemy medics and flipping vehicle consoles/turrets. Sure the medics respawned in 8 seconds at the sundy, but the 12 second turn around of running from the sundy was all our assault force needed to secure an advanced position and put their sunderer in jeopardy. Sure they could flip the vehicle terminal back, but the time they're not spawning vehicles is time our vehicles can push.


Title: Re: Planetside 2
Post by: Kageru on November 27, 2012, 06:31:25 PM

In general though the best way to kill an attacking beach-head (ie. away from the spawn point) seems to be to roll a heavy tank over it or hit it from air. Grenades too are massively powerful in skilled hands. The infiltrator just kills so much slower, and the medic will lose the battle to keep people alive. So in such a situation the most valuable thing is probably MAX / HA zerg, with engineers supplying ammo and MAX repairs, because these can threaten vehicles and kill infantry on mass.

Medics and Infiltrators have the same core issue in that infantry is not currently the main threat. Other than perhaps in a fight on the top of the bio-dome where vehicles are restricted. Even there you are never that far from a spawn point unless you have lost. LA the same to an extent, they're a finesse class in a zerg rush game.

I don't really fear snipers anymore, and I play medic / engineer so prime sniper bait, because it's such a minor irritation to have to run back from spawn.

Once again though this is playing pubs mostly. An organized team has a lot more capacity to fight productively away from spawn rushing.


Title: Re: Planetside 2
Post by: Surlyboi on November 27, 2012, 08:05:30 PM
I can verify that the noobhammer is a one-shot kill to the head in CQB situations.

After everybody dropped last night, I managed to pop 12 more barneys, including four bad snipers who were aiming right at me as I put one through their domes.

NC weapons may be as inaccurate as shit, but the bolt drivers are the shit.


Title: Re: Planetside 2
Post by: Kageru on November 27, 2012, 09:29:32 PM

Apparently the VS ones are fun with no bullet drop, same for their HA weapon.

I think the game will become dull though. Most of the motivation is getting certs so I can unlock stuff. And most of the stuff I unlock is disappointing.

Extended magazines and laser sights both go on the "rail" attachment of a gun and are thus mutually exclusive in case that saves anyone else blowing 100 certs. Despite the fact that an extended magazine being rail mounted makes no sense.


Title: Re: Planetside 2
Post by: rattran on November 27, 2012, 09:57:58 PM
So I actually had some fun tonight in this, got into Evil Chickens but have no clue how to link up with people. I found a defense, jumped in a turret, and lit things up. But there really should be some sort of tutorial, and can you even do things like make chat not fade, move things in the ui, etc?


Title: Re: Planetside 2
Post by: Bzalthek on November 27, 2012, 09:59:58 PM
Finally get a break in studying and need to kill shit and servers coming down in 2 minutes.  Bleh. 


Title: Re: Planetside 2
Post by: Der Helm on November 27, 2012, 10:21:37 PM
Finally get a break in studying and need to kill shit and servers coming down in 2 minutes.  Bleh. 
Heh. Came back from work, right as downtime started. Managed to get 15% on the loading screen before the servers went down. :oh_i_see:


Title: Re: Planetside 2
Post by: kaid on November 28, 2012, 06:39:50 AM

Jackhammer is regarded as very underpowered I think (so is the lasher?). Apparently it's shot spread is pretty obscene.

Medics, and to an extent infiltrators have a very limited role because the time to kill is so short. It becomes a lot about dying, respawning and running back to the fight. A medic can be valuable, and get good xp, if they are part of a tight group fighting a goodly distance from a respawn point, but that is very rare outside of organized groups. Either the fight is very near the respawn point or people fan out and go every which way. In such a situation getting to a body and giving a revive within the 8 second respawn timer is very tight. I've also seen large groups of infantry trying to defend a hilltop but that almost always ends with a vehicle obliterating them all. The engineers ability to repair vehicles when in the open, defences in the base and give ammo is more reliably useful.

The medic does have a better weapon ranged though. So being a medic as effectively a designated marksman (Since HA,Eng, LA and MAX) are pretty much all short range is still valuable. And if you see a body or low health you can add a bit.




A medic engineer combo is also necessary to get full use out of maxes. With an engineer to heal the maxes and a medic to rez them if they do die you can roll maxes MUCH more effectivly and really drop the hammer to break a stalemate.


Title: Re: Planetside 2
Post by: Kageru on November 28, 2012, 06:58:32 AM

Playing jumping pad / generator destablised chasey around the AMP stations is more tedium than fun. As is repairing fortress defences from opportunistic tanks and aircraft. Though I oddly enjoy shooting aircraft even though it's exceptionally hard to get kills with base defences and pretty much requires a terrible pilot. Likewise lobbing a shell onto a distant sunderer is fun, but there's enough obstructions that also requires the gift of a foolish enemy.
.


Title: Re: Planetside 2
Post by: Nebu on November 28, 2012, 07:26:51 AM
I figured out what my issue is with this game.  I'm terrible at FPS.  Apparently they need a disclaimer on the box that states anyone over 40 should do coke/crack/Adderall prior to logging in.  God damn kids and your God damn fast synapses. 


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 07:35:14 AM
Quite sure many players make the mistake of thinking the game is more frantic than it is. In other words, if you slow down, the game does. Maybe I have built in tolerance for massive battles though.
 
Also, sprint is a killer. Do not ever sprint in areas you know there are enemies.


Title: Re: Planetside 2
Post by: 01101010 on November 28, 2012, 08:15:15 AM
Quite sure many players make the mistake of thinking the game is more frantic than it is. In other words, if you slow down, the game does. Maybe I have built in tolerance for massive battles though.
 
Also, sprint is a killer. Do not ever sprint in areas you know there are enemies.

Unless you are me. Then by all means, sprint and fly around the area.  :awesome_for_real:

I get streaky when I do stuff like that though... either 10 deaths in a row, or I wipe out an entire squad.

And played around on VS last night for shits and giggles. Holy christ the Magrider is just as bad ass as it was in PS. Two tanks kills, a Mossy, and a Lib assist from the main gun in one run. Screw the skyguard, let me buy a magrider for all my characters.  :drill:



Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 08:30:34 AM
I thought this important enough to repost here as a PSA:

Quote
   

    Steam users, please avoid using the Steam Validate files feature for our game. Their validate feature does not properly calculate what needs updating and could potentially delete up to 3GB of files that you will then need to re-download. We know some of you are playing in countries where you have caps on your monthly download limits and we want to save you unnecessary downloading where possible.

    If you feel your game assets are damaged or corrupt you should only use the Launchpad Validate Game Assets feature. You can find it by clicking the gear button on the left side of Launchpad. This function will accurately ensure that all of your game data files are in tact and up to date.

    Thank you




Title: Re: Planetside 2
Post by: Sky on November 28, 2012, 08:47:56 AM
Also, sprint is a killer. Do not ever sprint in areas you know there are enemies.
Why not?
I figured out what my issue is with this game.  I'm terrible at FPS. 
You can't be worse than me!
Playing jumping pad / generator destablised chasey around the AMP stations is more tedium than fun. As is repairing fortress defences from opportunistic tanks and aircraft. Though I oddly enjoy shooting aircraft even though it's exceptionally hard to get kills with base defences and pretty much requires a terrible pilot.
Don't do tedious stuff?

I hear you on the aircraft thing. I don't think I've ever gotten a kill despite putting in a decent amount of time with a Hawk (the AA lock-on rocket launcher). Even if I manage to hit an aircraft twice, they just run off and repair up. On base defenses, by the time my rocket gets there it's already dead by turrets or friendly aircraft.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 09:07:57 AM
Also, sprint is a killer. Do not ever sprint in areas you know there are enemies.
Why not?

Because if you do meet someone, your Aim will not recover from sprint in any time-frame that will save your life. Sprint is only for moving to cover, or covering long distances. In a fire fight or a breach of a known NME location, its instant death.

I will walk indoors, or even iron sight to slow down even more to maintain my aim. Obviously its not a black and white use case, but i see so many people sprinting constantly, and doing jack shit because they never land shots.

Shotguns are a possible exception.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 09:37:04 AM
Also: Another PSA:

RE: Tech Plants and shields.

http://www.youtube.com/watch?v=Q14-6RYo3j0&feature=player_embedded


Title: Re: Planetside 2
Post by: WayAbvPar on November 28, 2012, 09:57:40 AM
They need a PSA that says "Press fucking Q, you mouthbreathing cretins!". I swear to FSM I am the only person on NC that ever spots anything.


Title: Re: Planetside 2
Post by: Falconeer on November 28, 2012, 10:03:03 AM
What's really annoying about the Jackhammer is that it seems to be so nerfed that it pales in comparison with other NC shotguns too. What the hell?

(https://dl.dropbox.com/u/3584773/PS2%20Jackhammer.jpg)


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 10:18:53 AM
They need a PSA that says "Press fucking Q, you mouthbreathing cretins!". I swear to FSM I am the only person on NC that ever spots anything.

I would like to add a comment to this. DO NOT spot while near an NME. They can hear you!


Title: Re: Planetside 2
Post by: Miasma on November 28, 2012, 10:30:26 AM
They need a PSA that says "Press fucking Q, you mouthbreathing cretins!". I swear to FSM I am the only person on NC that ever spots anything.

I would like to add a comment to this. DO NOT spot while near an NME. They can hear you!
I always spot but sometimes when the unit is out of range or I "miss" them the Q key seems to make me say "need ammo" instead.  I don't like that.


Title: Re: Planetside 2
Post by: Speedy Cerviche on November 28, 2012, 10:33:06 AM
I hear you on the aircraft thing. I don't think I've ever gotten a kill despite putting in a decent amount of time with a Hawk (the AA lock-on rocket launcher). Even if I manage to hit an aircraft twice, they just run off and repair up. On base defenses, by the time my rocket gets there it's already dead by turrets or friendly aircraft.

Lock-on weapons are tedious gameplay and should suck/be discouraged.

They are boring weps for the shooter, low if any degree of aim. They are also just annoying for the victim, and removes dodgeing skill element.

Overall unexciting weapons and really shouldn't be in game at all..


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 10:37:28 AM
They need a PSA that says "Press fucking Q, you mouthbreathing cretins!". I swear to FSM I am the only person on NC that ever spots anything.

I would like to add a comment to this. DO NOT spot while near an NME. They can hear you!
I always spot but sometimes when the unit is out of range or I "miss" them the Q key seems to make me say "need ammo" instead.  I don't like that.

I get this too, I always thought it was because "Q" held down brings up the radial that has such requests on it.


Title: Re: Planetside 2
Post by: waffel on November 28, 2012, 10:40:28 AM
The choppyness of the net code combined with the weird bullet travel time makes killing people a chore. I either need them to stand completely still, or I need to spray them with a whole clip to kill them. Meanwhile, they just strafe back and forth spraying me. It seems very unrewarding to kill someone.

I guess I'm just used to the crisp and powerful feeling of guns in BF3. Shooting someone meant something and usually resulted in them dying or being injured.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 10:43:41 AM
I don't have that experience.

Whats your system specs?


Title: Re: Planetside 2
Post by: Falconeer on November 28, 2012, 10:46:11 AM
I don't have that experience either. It could be a ping issue, or simply the problem of adjusting to a game where you have to hit an enemy with an average of 7 bullets to kill them as opposed to the 2 or 3 of many "realistic" shooters. I actually like that you have to lead targets and compensate for bullet drop when they are really far away, even thoug yes it makes killing people harder. It makes sense to me.

And it's a totally different story in close quarters.


Title: Re: Planetside 2
Post by: waffel on November 28, 2012, 10:49:31 AM
My system is fine, I run steady 60 FPS most of the time. Sniping is a pain in the ass because of the wobbly scope, bullet travel time, and the unsmooth animations from far away. It's even worse trying to snipe with any of the light assault guns.

Maybe it's because I play mainly light assault. I seem to see 80% heavy assault. It takes at least a clip to kill them unless I hit with multiple bullets, which is impossible because they mainly just strafe back and forth, spray, and turn on their shields. Meanwhile, I'm either standing still aiming or ducking to reduce recoil. I actually feel like i'm punished for not strafing back and forth with them.

I guess my main complaint is how much bullets people need to die which gives them time to react and run away, or if they are heavy assault usually kill me.


Title: Re: Planetside 2
Post by: Falconeer on November 28, 2012, 10:54:47 AM
You know you can hold your breath with the shift key while sniping, right? That stops the wobbling for a second.


Title: Re: Planetside 2
Post by: Sky on November 28, 2012, 11:23:36 AM
How long does sprinting affect aim?


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 11:33:21 AM
Too long, you have to go from unready sprint, to hip fire, to iron sight. Not even counting COF bloom cool down. The problem I see all over is people sprinting into a building, seeing someone, having to go through the transitions, then bitching in local about how he shot that guy. No, no you did not. You missed every single one, most went into the floor.

I rarely, if ever even sprint around corners. I walk..or Ironsight. Unless I know no one is even there.


Title: Re: Planetside 2
Post by: kaid on November 28, 2012, 11:41:46 AM
I hear you on the aircraft thing. I don't think I've ever gotten a kill despite putting in a decent amount of time with a Hawk (the AA lock-on rocket launcher). Even if I manage to hit an aircraft twice, they just run off and repair up. On base defenses, by the time my rocket gets there it's already dead by turrets or friendly aircraft.

Lock-on weapons are tedious gameplay and should suck/be discouraged.

They are boring weps for the shooter, low if any degree of aim. They are also just annoying for the victim, and removes dodgeing skill element.

Overall unexciting weapons and really shouldn't be in game at all..

Well as implemented by planetside 2 unless you are at really close range its more than possible to dodge lock on missiles. The ground varient actually is often easier to dumbfire because when you do the lock on at any sort of range its pretty easy to get the missile to hit terrain and detonate early. For air travel its more than possible to outrun/outfly lock on rockets and thats not including using flare to ditch them.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 11:48:24 AM
Yeah, Hes confusing a lock on rocket launcher with Hamstring. Keep it in the TESO thread!


Title: Re: Planetside 2
Post by: Falconeer on November 28, 2012, 11:55:54 AM
I have both the lock-on anti tank weapon and the lock-on anti air weapon, and they are not as reliable as you think, not to mention it still requires about 4 hits to kill anything, and they have a very long reload time during which you are a sitting duck.

They don't see overpowered at all to me, if anything they seem pretty ineffective against small, fast aircrafts. But I get the point about them being no-skill weapons. I still think they serve a function in the game and I feel they fit (so far). Maybe by the time everyone will have them I'll realize they need to be rebalanced. Keep in mind though that as far as I know all aircrafts and ground vehicles have a cert-line to temporarily prevent lock-ons for a little while, so at least there's a counter.


Title: Re: Planetside 2
Post by: Lantyssa on November 28, 2012, 12:09:24 PM
I would like to add a comment to this. DO NOT spot while near an NME. They can hear you!
What is an NME?


Title: Re: Planetside 2
Post by: croaker69 on November 28, 2012, 12:16:43 PM
I would like to add a comment to this. DO NOT spot while near an NME. They can hear you!
What is an NME?

It's not an acronym.  You have to sound it out.



Title: Re: Planetside 2
Post by: veredus on November 28, 2012, 12:18:38 PM
Pretty sure he means enemy.

Just thought I'd share a couple of things I wish I knew/thought of sooner. Any vehicles or classes you play a lot, go through all of the certs and grab the one point ones. Things like 10% more health on infantry and reduced respawn timer on vehicles are great for 1 cert each for the 1st level. You can trial weapons. Once you have enough certs to buy something if you click to buy it it brings up a screen where you pick station cash or certs to buy it. At the bottom is a trial now button. Let's you use the weapon for 30 minutes to try it out. If you're going to be playing solo, easiest way I've found to find your faction's zerg is as soon as you log in go to the warp gate terminal and go to the continent with your highest faction population. You can queue for a full continent while playing on the one you're already on.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 12:19:01 PM
I would like to add a comment to this. DO NOT spot while near an NME. They can hear you!
What is an NME?

It's not an acronym.  You have to sound it out.



Sorry, old Habit.


Title: Re: Planetside 2
Post by: Tale on November 28, 2012, 12:31:05 PM
Pretty sure he means enemy.

e-n-e-m-y
shift-n-m-e-release
f-f-s


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 12:36:14 PM
Its simpler to type in battle, its part of the lexacon, and I used it a great deal in the original. MY BAD.

Have some others, and Educate yourselves!

http://wiki.planetside-universe.com/ps/Acronyms_and_Slang


Title: Re: Planetside 2
Post by: Falconeer on November 28, 2012, 12:38:15 PM
What about "foe"? Cause all that NME makes me think of it, well, NME (http://www.nme.com/).


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 12:39:33 PM
Interchangeable.



Title: Re: Planetside 2
Post by: Speedy Cerviche on November 28, 2012, 12:39:45 PM
I have both the lock-on anti tank weapon and the lock-on anti air weapon, and they are not as reliable as you think, not to mention it still requires about 4 hits to kill anything, and they have a very long reload time during which you are a sitting duck.

They don't see overpowered at all to me, if anything they seem pretty ineffective against small, fast aircrafts. But I get the point about them being no-skill weapons. I still think they serve a function in the game and I feel they fit (so far). Maybe by the time everyone will have them I'll realize they need to be rebalanced. Keep in mind though that as far as I know all aircrafts and ground vehicles have a cert-line to temporarily prevent lock-ons for a little while, so at least there's a counter.

I don't have an issue with the balance of them, I have an issue with the concept of them in a non-simulator video game. They remove skill elements of aiming and dodgeing, add obnoxious elements (constant lock beeping), and for little positive return besides the diversity of having them.

I think "NME" was popular 10 years ago in certain games. Everyone used to say it on Infantry Online too.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 12:40:40 PM
like 2003? :p


Title: Re: Planetside 2
Post by: Miasma on November 28, 2012, 01:02:37 PM
Is a laser attachment (barrel not sight) just going to give you a red dot or will it actually improve the accuracy of the rifle?  Like if I fire a magazine into a wall with and without the laser would I be able to see the difference?

Edit: I would also like to say fuck grenades, I wish they weren't in the game.  75% of my grenade deaths must be by my own team.  You can't throw a grenade into the room because it has a shield up asshole, it's just going to bounce back.


Title: Re: Planetside 2
Post by: kaid on November 28, 2012, 01:08:07 PM
My system is fine, I run steady 60 FPS most of the time. Sniping is a pain in the ass because of the wobbly scope, bullet travel time, and the unsmooth animations from far away. It's even worse trying to snipe with any of the light assault guns.

Maybe it's because I play mainly light assault. I seem to see 80% heavy assault. It takes at least a clip to kill them unless I hit with multiple bullets, which is impossible because they mainly just strafe back and forth, spray, and turn on their shields. Meanwhile, I'm either standing still aiming or ducking to reduce recoil. I actually feel like i'm punished for not strafing back and forth with them.

I guess my main complaint is how much bullets people need to die which gives them time to react and run away, or if they are heavy assault usually kill me.

Heavy assault is pretty popular because it has some good weapons to at least threaten vehicles and is good vs infantry as well. Light infantry is a LOT harder to get good at but can be insanely effective. You really should not be going face to face with a heavy. You should be up above them or in some weird spot where they would never think to look for you and blow their head off before anybody sees where you were. I was having an amazingly good kill streak lurking up on rocks/buildings until ran out of ammo with both my rifle and my pistol.


Title: Re: Planetside 2
Post by: 01101010 on November 28, 2012, 01:08:55 PM
I have both the lock-on anti tank weapon and the lock-on anti air weapon, and they are not as reliable as you think, not to mention it still requires about 4 hits to kill anything, and they have a very long reload time during which you are a sitting duck.

They don't see overpowered at all to me, if anything they seem pretty ineffective against small, fast aircrafts. But I get the point about them being no-skill weapons. I still think they serve a function in the game and I feel they fit (so far). Maybe by the time everyone will have them I'll realize they need to be rebalanced. Keep in mind though that as far as I know all aircrafts and ground vehicles have a cert-line to temporarily prevent lock-ons for a little while, so at least there's a counter.

I don't have an issue with the balance of them, I have an issue with the concept of them in a non-simulator video game. They remove skill elements of aiming and dodgeing, add obnoxious elements (constant lock beeping), and for little positive return besides the diversity of having them.

I think "NME" was popular 10 years ago in certain games. Everyone used to say it on Infantry Online too.

What are you going on about? Any lock on weapon you have to aim and continue doing so while zoomed (for what? 3-4seconds?) thus making you completely unaware of your surroundings and incoming threats. After you attain lock and fire, you are reloading for another 3-4 seconds which again, makes you vulnerable. The rocket hits pretty hard on aircraft, no clue about the ground one.

As for dodging, afterburners work, ducking behind a hill/mountain/base/etc works, chaffing works ... so I am not sure about your angle other than to rail against anything.


Title: Re: Planetside 2
Post by: Surlyboi on November 28, 2012, 01:10:52 PM
Is a laser attachment (barrel not sight) just going to give you a red dot or will it actually improve the accuracy of the rifle?  Like if I fire a magazine into a wall with and without the laser would I be able to see the difference?

Edit: I would also like to say fuck grenades, I wish they weren't in the game.  75% of my grenade deaths must be by my own team.  You can't throw a grenade into the room because it has a shield up asshole, it's just going to bounce back.

The laser attachment is utter shite. Plain and simple.

And ignore Cervix, as usual.


Title: Re: Planetside 2
Post by: 01101010 on November 28, 2012, 01:11:15 PM
Is a laser attachment (barrel not sight) just going to give you a red dot or will it actually improve the accuracy of the rifle?  Like if I fire a magazine into a wall with and without the laser would I be able to see the difference?

Edit: I would also like to say fuck grenades, I wish they weren't in the game.  75% of my grenade deaths must be by my own team.  You can't throw a grenade into the room because it has a shield up asshole, it's just going to bounce back.

You also have to realize it does not fire directly out of your hands in front of you, but off to the right. I am guilty of trying to toss a nade into an AMS crowd and had it end up ricocheting off a box on my right side even though the reticle was in the clear. I was sad.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 01:15:57 PM
Is a laser attachment (barrel not sight) just going to give you a red dot or will it actually improve the accuracy of the rifle?

Increased ACC with Hip fire. Less COF bloom. Great for Close combat. Depending on range of FOE, you do not need to iron sight, allowing for greater movement on your part.


Title: Re: Planetside 2
Post by: Bzalthek on November 28, 2012, 01:20:05 PM
The draw distance on enemies is kind of wonky.  Sometimes I can spot an enemy from across a mountain range and snipe his ass.  Sometimes I can's see the horde of invaders across the quad.  I'm sure it's some code keeping from bogging my system down but essentially it's just keeping me from doing my job.  It's bad enough everyone has their own tank and or aircraft.   Grumble grumble.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 28, 2012, 01:24:23 PM
Many of you may not want to hear this.

The Server limits the number of actors you can see, depending on the density of actors in the area. Most times, this is not noticeable. Other times, while running with the zerg, or when there is a clog at a tech plant. This is really noticeable.

They know, they are trying to address. Its still a higher threshold than any other FPS.  They call it interest selection.

Have a Dev post about it:


Title: Re: Planetside 2
Post by: veredus on November 28, 2012, 01:25:54 PM
Pretty sure he means enemy.

e-n-e-m-y
shift-n-m-e-release
f-f-s

Was just trying to be nice and answer the asked question.
For-Fucks-Sake


Title: Re: Planetside 2
Post by: Miasma on November 28, 2012, 01:39:25 PM
I don't think he meant to quote you.


Title: Re: Planetside 2
Post by: kaid on November 28, 2012, 01:42:37 PM
I have both the lock-on anti tank weapon and the lock-on anti air weapon, and they are not as reliable as you think, not to mention it still requires about 4 hits to kill anything, and they have a very long reload time during which you are a sitting duck.

They don't see overpowered at all to me, if anything they seem pretty ineffective against small, fast aircrafts. But I get the point about them being no-skill weapons. I still think they serve a function in the game and I feel they fit (so far). Maybe by the time everyone will have them I'll realize they need to be rebalanced. Keep in mind though that as far as I know all aircrafts and ground vehicles have a cert-line to temporarily prevent lock-ons for a little while, so at least there's a counter.

I don't have an issue with the balance of them, I have an issue with the concept of them in a non-simulator video game. They remove skill elements of aiming and dodgeing, add obnoxious elements (constant lock beeping), and for little positive return besides the diversity of having them.

I think "NME" was popular 10 years ago in certain games. Everyone used to say it on Infantry Online too.

In PS2 they take a bit out of the skill of aiming but they do nothing to lessen the skill in dodging skilled pilots are almost never hit by the lock on missiles basically the lock on missiles job is to keep the pilots honest and from just hover spamming but the only ones you ever kill with them are the noobs who don't know how to dodge and evade.


Title: Re: Planetside 2
Post by: Der Helm on November 28, 2012, 02:30:03 PM
The laser attachment is utter shite. Plain and simple.
I got one for my sniper's pistol. I grew to like it. I DO seem to get way more kills with my pistol then before, especially if I fire from the "hip". You can turn the annoying laser pointer off by pressing "L" and you seem to keep the bonus, I do not notice a change in reticle size or COF when I turn it off.


Title: Re: Planetside 2
Post by: Kageru on November 28, 2012, 02:46:58 PM

A lock on weapon is pretty mandatory for a rocket launcher to be any threat to air-craft, because tracking those pirouetting buggers manually with a very slow projectile speed weapon is an impossible task. I believe most people don't bother with the lock on anti-armor version because most of the time dumb-fire is enough and the lock on process gives the tank too much warning.

I spot, but I hate the "need ammo" thing when something is out of range. Both because it's incorrect and because I can clearly see the cluster of sunderers and I'd like to tell the pubs. Plus I detest the female voice in this game. I was hoping for more fem-shep and less little girl lost on the battlefield.

I end up defending bases because I feel obligated to, repairing base guns is much of my XP and I like shooting them futilely at things. And happy to hear the sprint thing as it supports my use of the shotgun, though the thing has an effective range of < 10 meters :/


Title: Re: Planetside 2
Post by: Bzalthek on November 28, 2012, 04:32:11 PM
I was really surprised earlier.  I was switching in between medic and engi because fools keep dying in the doorway and well, the resupply is right there.  But anyway, I see an enemy heavy just standing there trying to aim while I'm on my medic so I swap to the machine gun and tap him once.  It hits and he doesn't move so I double tap and kill him.  Which is a lesson I need to take to heart.  Selective fire seems to be much better than spray and pray, even though my instincts tell me "suppressing fire!  SUPPRESSING FIRE!  NOT THE FACE!"


Title: Re: Planetside 2
Post by: Miasma on November 28, 2012, 04:57:34 PM
All right I have another stupid question.  Does the heavy assault not have an actual bonus to shield/health totals?  I just did a few tests to see how much more they have by falling off a tower, the distance is such that my medic survives with a sliver of health.  Same thing happened with the HA.  I assumed the HA would have more default shield/health because, that's what the descriptions say and common sense would dictate.  My medic has a bit more nanoweave but not much.


Title: Re: Planetside 2
Post by: Falconeer on November 28, 2012, 05:25:49 PM
I might be wrong here but I don't think the HA has any more HP or shield when you start playing, and I think that is fine. His/her alternate ability is very powerful when it comes to that anyway, giving you the additional survivability under fire that the class is advertised for. Even more so when you start spending points on it. Heavies with the shield popped up are tough as nails.


Title: Re: Planetside 2
Post by: Kageru on November 28, 2012, 05:39:19 PM

1000 hit points per class, barring the infiltrator who I believe has a bit less shield. The heavy can boost their resistance and the medic can have a HoT going. Time to kill is pretty fast for all of them.


Title: Re: Planetside 2
Post by: Goumindong on November 28, 2012, 06:38:45 PM

1000 hit points per class, barring the infiltrator who I believe has a bit less shield. The heavy can boost their resistance and the medic can have a HoT going. Time to kill is pretty fast for all of them.


The heavies ability is a raw hit point buffer actually. He can change to a hit point buffer that he gets when he kills people or a resistance increase


Title: Re: Planetside 2
Post by: Miasma on November 28, 2012, 08:18:51 PM
Just found out I could put a machine gun on the thunderer atv...  Don't know why it defaults to unarmed.


Title: Re: Planetside 2
Post by: Bzalthek on November 29, 2012, 01:14:07 AM
NC had a good late night tonight.  In three hours took over Amerish then Easimir.  Course by the time Easimir was finished most of Amerish was lost, but it was still Blue bordered on the big map!


Title: Re: Planetside 2
Post by: Kageru on November 29, 2012, 02:10:08 AM

Apparently you get a cert point passively every three hours (8 per day) for 24 hours after you've logged in. Though it was a random forum comment so no idea if that's still accurate.

After playing another round of generator chasey with a LA I'm looking at the bouncing betty grenades with a new appreciation. But I want the tank mines first because dropping those under someones Sunderer just appeals to me greatly.

The strategic level of this game is just fail though. Every time I look at the map it's different and I really don't care.




Title: Re: Planetside 2
Post by: Falconeer on November 29, 2012, 03:15:34 AM
8 per day is good. If you sto playing for, say, 6 months, and come back later on, you find your character with a complimentary 1400 certs to play with. If you come back after a year, it's almost 3000 certs. A really cool idea. They do not imbalance things on an everyday basis, but they make it less painful to take long breaks and come back in an overspecialized world.


Title: Re: Planetside 2
Post by: Zetor on November 29, 2012, 04:16:25 AM
Don't you need to log in every day to get the certs, though?


Title: Re: Planetside 2
Post by: Surlyboi on November 29, 2012, 05:13:12 AM
NC had a good late night tonight.  In three hours took over Amerish then Easimir.  Course by the time Easimir was finished most of Amerish was lost, but it was still Blue bordered on the big map!

We tend to do that. It's kinda like the nightly Russian swarm against the goons in EVE back in the day, only in reverse.

That said, the comment about not really caring about the strategic element is dead on, and that's a bit of a shame. We need sanctuaries back so we can trap people there for a while.


Title: Re: Planetside 2
Post by: Miasma on November 29, 2012, 05:32:08 AM
Have to log in to get the passive certs yes.  I created a character of the other races to let them sit and collect, hopefully there will be a free transfer at some point and I'll put them on the same server once that's allowed.  Still need to test if it's just an account log in or if I have to load up each character.  The rate seems to be effected by +xp modifiers.

The non NC weapons do "feel" better.

Some more conjecture, it might be that names are reserved throughout all servers, not per server.  So if you haven't made alts yet because they can't be on the same server you might want to reserve a couple names on other servers for now.


Title: Re: Planetside 2
Post by: Kageru on November 29, 2012, 05:33:50 AM
Don't you need to log in every day to get the certs, though?

Yes, that's why I said "for 24 hours after you've logged in". But I'm not sure that's actually how they do it (could be by calendar day) and it would be interesting on if it applies to all characters. It was just a player statement on the forums though, so lacking in detail or authority.


Title: Re: Planetside 2
Post by: Falconeer on November 29, 2012, 05:38:11 AM
We need sanctuaries back so we can trap people there for a while.

Honestly, I want more than that. Guild Wars 2 made me realize that I have gotten spoiled and now I want more. I don't feel like armchair designing a three-way 24/7 war that can feel rewarding and meaningful, so I won't bash too much on designers for not having come up with a good solution yet, but considering how good both Guild Wars 2 and Planetside 2 do three-way war with sieges and territorial conquest, the next step I am looking forward to is something, anything, that gives a more persistent feeling (so not necessarily items or xp) of reward for the effort. A sense of accomplishment.

The best idea I could come up with, so far, has been a scoreboard that keeps track of wins and losses. In GW2 for example it would help to have a page that shows all the matches your server played, with results, and then a leaderboard page that shows all wins by server. In game. It's definitely not enough but it would be something. If anything, GW2 needs more meta stuff and meta tools. And the same is true for Planetside 2, but since there are no defined matches it is even harder to find a way to make players feel accomplished for anything your empire does.


Title: Re: Planetside 2
Post by: Kageru on November 29, 2012, 07:25:31 AM

GW2 wins over this because there is some degree of faction identity, accumulating points and a "winner" after some time interval. Plus the fortresses act as choke points. In this game fortresses are just things to flip for XP and fights.


Title: Re: Planetside 2
Post by: Falconeer on November 29, 2012, 07:33:09 AM
I'd say GW2 wins, but I have to admit that over time I realized what takes the interest away from me in WvW: the lack of enemy names. Fighting nameless enemies makes it feel, in a way, terribly PvE-ish. It is not, and I love myself a good skirmish. It can't seem to develop any sense of community and anti-community without seeing player names. I also found out I am not alone in this, and no matter what their reasoning about this was, I think they made a mistake.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 29, 2012, 07:36:41 AM
I would like to take a moment and invite any F13er who would like to to join us on Mattherson[ US - East ], TR. More people playing together the better.

Sign up on our forums and ill get you in outfit in game. We take alts too. Alternatively, you can PM MrBloodworth Or Unclegoodtouch in game for an invite or PM me here.

http://bastardbattalion.enjin.com/home

/shill


Title: Re: Planetside 2
Post by: waffel on November 29, 2012, 08:33:40 AM
So C4 is pretty damn disappointing. 200 certs to unlock it, you have to pay 100 infantry-money-things per block, you can only carry 1 block at a time, and it takes multiple blocks to kill full health vehicles if you managed to get up to it.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 29, 2012, 08:36:16 AM
Doesn't the bandolier or some other suit mod allow you to carry more?


Title: Re: Planetside 2
Post by: Falconeer on November 29, 2012, 08:54:41 AM
It doesn't really help that you can carry 2 c4 blocks for an additional 400 certs, considering that it's really really easy to die while you are trying to place it. Maybe I just need more practice :/


Title: Re: Planetside 2
Post by: Druzil on November 29, 2012, 09:12:00 AM
Is the Medkit unlock worthwhile?

I was planning on unlocking C4 soon since I run a bunch of medic and few times I've com across a Sunderer with no way to take it out.   Guess I need to try running in a squad more...

I'm just at a loss on what to spend certs on first really.  I really wish there was VR so I could try stuff out.  I look at the list of scopes and attachments and whatnot but without trying it it's hard to get a feel for what's good for me and what's not. Which is probably the reason there is no VR, they want you to just randomly spend certs to try stuff out.


Title: Re: Planetside 2
Post by: waffel on November 29, 2012, 09:12:24 AM
That's the thing, I feels like I have to farm for days just to be able to use a few sticks of C4 which are already situational.

I don't know, I just feel this whole Cert farming bullshit takes fun out of the game for me. I see guns that are 1000 certs and know I have to spend weeks farming for the damn thing, or I can pay money and get it quicker. I really, really fucking miss BF3's unlock system.

Is the Medkit unlock worthwhile?

I was planning on unlocking C4 soon since I run a bunch of medic and few times I've com across a Sunderer with no way to take it out.   Guess I need to try running in a squad more...

I'm just at a loss on what to spend certs on first really.  I really wish there was VR so I could try stuff out.  I look at the list of scopes and attachments and whatnot but without trying it it's hard to get a feel for what's good for me and what's not. Which is probably the reason there is no VR, they want you to just randomly spend certs to try stuff out.

I'm in the same boat as you. There are so many things to unlock, and certs are sometimes hard to come by, that I don't get the feel good feelings when I unlock something because I always worry it wasn't worth it.

As for C4, 1 stick doesn't kill a Sunderer. So you need 400 total certs for C4 + the ability to carry another stick. Then you have to pay 100 infantry resources on sticks. Of course you can just pay money out of pocket and get all these things much quicker. Yay for F2P...


Title: Re: Planetside 2
Post by: Mrbloodworth on November 29, 2012, 09:16:02 AM
C4, isn't that a universal unlock? Does Bf3 just give you stuff for logging in or something?

Also, I have no complaints with the Cert system, or its rate. That's what boosts are for. Also, you get XP for every thing, not just kills.


Title: Re: Planetside 2
Post by: Falconeer on November 29, 2012, 09:20:05 AM
As for C4, 1 stick doesn't kill a Sunderer. So you need 400 total certs for C4 + the ability to carry another stick. Then you have to pay 100 infantry resources on sticks. Of course you can just pay money out of pocket and get all these things much quicker. Yay for F2P...

What do you mean? You can't pay real money for C4, for the resources, nor for the needed certs. Am I wrong?


Title: Re: Planetside 2
Post by: rattran on November 29, 2012, 09:25:04 AM
I spent most of last night on the middle continent having a blast defending a base (tech? the shieldy one) for NC until we were the one blue spot left outside the warp gate. Was quite fun, and about 3 hours earned me 100 certs. Looking at all the 1000 cert guns and stuff for the engineer, I was discouraged.


Title: Re: Planetside 2
Post by: waffel on November 29, 2012, 09:28:04 AM
Does Bf3 just give you stuff for logging in or something?

Well for 1 BF3 gives you C4 for free on a class and you don't have to purchase bricks constantly. You also don't have to purchase grenades constantly (two stupid systems in PS2)

Also, the more you used a class the more guns you unlocked. The more you used a gun the more scopes and attachment you unlocked. You also unlocked new camo and squad perks, etc. Then there are assignments you can complete for more unlocks. The system is amazing mainly because you're rewarded for playing your class and the rewards come naturally, you never have the feeling of "Man, this scope sucks, I wish I never purchased it"

In PS2, if you want a new gun you have to save all your certs to buy it, which means buying nothing else along the way. This isn't exactly exciting knowing that, since you currently have 80 certs, for the next week you need to save every single cert so you can buy a new gun all while hoping it doesn't suck. Along the way you'll get no new unlocks for anything.

I mean I understand the system they were going for. They want players to either pay upfront for unlocks, or grind out certs for months. It's boring.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 29, 2012, 09:33:43 AM
I have gotten 400 certs in like, 3 days ( 2-4 hour sessions ). I only have the 10% boost from the alpha squad. I'm sure I even spent some in that time.

Do you guys play solo? Because a full squad, and a decent Xp gain ( Not just kills ) will get you certs really fast..... Not to mention, you get medals for using guns, that grant certs...

Quote
You will gain a Certification Point with every 250 experience points you earn.


Base Capture
XP    Task Completed
1000    Large Sized Base Capture
500    Medium Sized Base Capture
250    Small Sized Base Capture
25    Point Control Conversion

Combat
XP    Task Completed
100    Enemy Kill
50 extra    Critical Kill
50    Critical Assist
25 extra    Kill Streak Stop
25    Assist Kill
10 extra    Headshot
10 extra    Kill Streak
10 extra    Attack/Defend Kill (Near Capture Point)

Vehicles

XP    Task Completed
100    Main Battle Tank Kill
70    Sunderer Kill Assist
50    Liberator Kill Assist
25    Turret (Engineer) Kill
25    Flash Kill
10    Flash Assist Kill

Support
XP    Task Completed
75    Revive
25    Hack Turret or Terminal
Variable (1-20)    Repair Turret, Tank or MAX
15    Resupply Squadmate with Ammo Pack
10    Resupply with Ammo Pack
10    Squad Beacon Spawn

Medal Level    Kills Required    Reward
Bronze    10    10  XP
1 certification points

Silver    60    50  XP
5 certification points

Gold    150    100  XP
10 certification points

Auraxium    1000    1000  XP
100 certification points

There may be a % modifier increase if your empire has a population disadvantage on the server. There is a bonus of 10-15% when defending territory that belongs to your empire.

Also, resources matter, that's the point. Any consumable costs resources.

EDIT: More up to date list.


Title: Re: Planetside 2
Post by: veredus on November 29, 2012, 09:34:32 AM
FYI on the medkit since I unlocked it yesterday, it costs 75 infantry resource to resupply it. Can carry one at a time for the first unlock, works just like grenades etc where you have to equip it then use it. It's never saved my life in a one on one type situation, for me it takes to much time and I'm better off if I just keep firing. Only times I have used it successfully is ducking out of the fight, healing up then heading back in. It does heal you completely from what I have seen no matter your HPs. Honestly wish I would have just done the regen one instead since it's cheaper and supposedly heals in a couple seconds anyway.


Title: Re: Planetside 2
Post by: Falconeer on November 29, 2012, 10:12:34 AM
Q&A with Higby and Isaac (http://kotaku.com/5963778/planetside-2s-art-director-is-answering-your-questions-live)

Highlights (according to me):

- 3 more continents coming next year (we knew). But they made a point to specify that they will implement continent-locking and conquest mechanics along with the new continents. Searhus, the Volcanic map is next. Hossin is somewhere after that.

- New vehicles will be added (no ETA). Empire-specific. Almost certainly a three-person ground vehicle. Snow mobiles and buggies are the first ups though.

- New cosmetic stuff will be added every two weeks.

- Galaxy AMS (for squads only) coming early next year.

- Sunderer's ammo hologram will be fixed when used as a transport. It's a known bug.

- Culling is being looked at in order to make it "smarter", and stop hiding relevant actors.

- They MIGHT (or not) include an alien invasion (PvE) event at some point, without radically changing the core of the game, which would remain a PvP game.

- Orbital Strike coming early next year.

- Cell phone application (?) coming in a couple of weeks.

- Lots of UI improvements for colour blind individuals. Including different and selectable modes to highlight friends and foes both in the world and in the minimap, like in RTS/MOBA games.

- They will probably include the shooting range to test out weapons at some point in the future.


Title: Re: Planetside 2
Post by: Druzil on November 29, 2012, 12:28:57 PM
Good post about making SC purchases account wide.  I think this will make it much easier for people to spend a little cash unlocking a gun or two.

http://www.reddit.com/r/Planetside/comments/13zsi0/make_sc_purchases_account_wide_we_have_some/ (http://www.reddit.com/r/Planetside/comments/13zsi0/make_sc_purchases_account_wide_we_have_some/)

Quote
We are looking into this seriously. I would say we are over the "should we" part of the argument and into the "how can we" part. We've been reading the threads about this and it's fair to say we agree with the point of view that a lot of things you purchase should be account wide.
Do not read this as "this is going to be in tomorrow". It's a significant amount of work. It sounds simple but there are a lot of ramifications and systems this touches under the hood.

When we do this we'll make sure it's retroactive to stuff you've already purchased that falls under the account wide category. Obviously there are simple issues like empire specific weapons.. etc. That's where a lot of the complications come from.
But we're looking closely at this and hope to announce something fairly soon.

Thanks
Smed


Title: Re: Planetside 2
Post by: Mrbloodworth on November 30, 2012, 06:44:41 AM
Smed Just posted this:

Quote
j_smedley John Smedley 17h
people keep asking for galaxies to carry tanks. bah. pic.twitter.com/QsExBfU2

(https://pbs.twimg.com/media/A85neYDCcAAhQ73.jpg:large)


Title: Re: Planetside 2
Post by: Falconeer on November 30, 2012, 07:04:36 AM
Seriously,  :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on November 30, 2012, 07:07:29 AM
I suppose its to be expected, lets all recall this concept art:

(http://www.planetside-universe.com/media/album/q4q5tnh4w8/environmental_concept_1.jpg)

They did mention something about it only being allowed on conts built for it.


Title: Re: Planetside 2
Post by: 01101010 on November 30, 2012, 07:20:36 AM
YAY BF2142!!  :oh_i_see:

Going to need a shit load more skyguards... ones that actually work would be posh.


Title: Re: Planetside 2
Post by: kaid on November 30, 2012, 08:05:26 AM
It doesn't really help that you can carry 2 c4 blocks for an additional 400 certs, considering that it's really really easy to die while you are trying to place it. Maybe I just need more practice :/

C4 is better anti personal than it is anti vehical. It is ideal for cap point defense. If you know the enemy is in your base taking cap points its hilarious to drop some C4 by the cap point and sit on the roof as light assault. When somebody comes to try to cap it BOOOM dead. Basically plant it where you KNOW the enemy has to go and when you see them try for it BOOM.


Title: Re: Planetside 2
Post by: Kageru on November 30, 2012, 08:41:48 AM

I'm hoping the bouncing betties from the engineer should do that.

Really the strategic level of this game is flat. There's no feeling of resource depletion to make you care too much about territories. There's no shrinking front to force co-operation amongst the defenders or real satisfaction for the winners. There's no story to the movements and progression on the map because they feel just like disconnected, fragile and characterless flags.

Which means it ends up feeling like a rather laggy and random fps. It's fun to watch, and players are helpless in the face of the grinding certs pellet dispenser, but I really think a lot of people will just get bored and drift away in time.


Title: Re: Planetside 2
Post by: kaid on November 30, 2012, 08:52:15 AM
That is why some of the future adds they are talking about are important. Adding in actual harvestable resources and lockable continents. Right now the problem is even if you take over everything thing on a continent you cannot drive them out of their warpgates so they can just regroup and push out again.

I think PS2 is in a pretty good spot good game now and lots of potential for future growth. I get into enough epic fights that even though victory is not super meaningful right now it is fun. Was on esimer last night and were having just epic back and forth fights between two bases where we would push almost taking their base then NC pushed us all the way back almost taking our base. There had to be a few hundred people in that fight probably a good 20 or so tanks and as many planes zipping around. That kind of fight is why I really enjoy ps1 and ps2 it is hard to compare it to the consoles 8v8 pvp or even 32v32 on big servers for PC fps games.

When the fights start clicking it is epic and that is the really important thing if they can get that right then giving better rewards for victory or making resources more valuable is a pretty simple thing going forward.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 30, 2012, 09:20:42 AM
NVM. Ill come back when I can word things better. I disagree with most of what Kageru  said.


Title: Re: Planetside 2
Post by: Speedy Cerviche on November 30, 2012, 11:14:18 AM
YAY BF2142!!  :oh_i_see:

Going to need a shit load more skyguards... ones that actually work would be posh.

I've been saying they need BF2142 titans for over a year now. Those were great and would be even better in PS2 cuz in 2142 they were limited as map objectives while in PS2 they can actually be strategic capital ships.

I agree with you Kageru btw, it's kind of just a limited sort of bland FPS right now but has a solid platform and a lot of potential if SOE committs to keep adding more MMO persistent elements and more meat to warfare.


Title: Re: Planetside 2
Post by: schild on November 30, 2012, 11:49:35 AM
This is out?


Title: Re: Planetside 2
Post by: Nija on November 30, 2012, 11:58:07 AM
Every operation should end with an Alamo-style hold.

We held it for about 90 minutes last night - started with 10-12 people and attracted 40-60 by the end of it.

The Ascent 11/29/2012 Never Forget.

http://imgur.com/nQJlE (http://imgur.com/nQJlE)

(http://i.imgur.com/nQJlEl.jpg)


Title: Re: Planetside 2
Post by: Trippy on November 30, 2012, 12:05:48 PM
That is awesome, for real :awesome_for_real:


Title: Re: Planetside 2
Post by: Sky on November 30, 2012, 01:49:46 PM
Now that looks like a good time!


Title: Re: Planetside 2
Post by: Paelos on November 30, 2012, 01:51:23 PM
So for someone that has never played PS before, can you jump into this and "get it" without a whole shitload of background reading offline? I define shitload as more than 2 hours of reading just so I can start playing the game without getting my head blown off upon spawn.


Title: Re: Planetside 2
Post by: Malakili on November 30, 2012, 02:18:12 PM
So for someone that has never played PS before, can you jump into this and "get it" without a whole shitload of background reading offline? I define shitload as more than 2 hours of reading just so I can start playing the game without getting my head blown off upon spawn.

Because Planetside 2 has a shitty new player experience, you will die your first time, however, I gave a quick rundown for...Sky I think (turned out to be Nebu)... a few pages ago.  Here it is: http://forums.f13.net/index.php?topic=18301.msg1135555#msg1135555  That should get you off and running.  

In terms of the base mechanics of actually playing, if you have played any Battlefield you'll know how to play this.  The gameplay itself is fairly straightforward.  The interface is kind of bad, so it isn't necessarily immediately obvious what is going on all the time, and that is probably the biggest hurdle.


Title: Re: Planetside 2
Post by: Falconeer on November 30, 2012, 02:22:16 PM
Paelos,

documentation is terrible and first impact is terrifying at best. You will die 30 times before scoring a kill or understanding what is going on. In my opinion though, that makes sense. You enter the game, a furious three-way open world PvP only game with ZERO exprience, while every single moving thing has at least 1 minute more experience than you (usually more). If you can stand dying, if you can accept the idea that there's NO reason for you not to die over and over when you first log in (since there's no enemy controlled AI), then in a couple of hours you should be fine. As I said multiple times, sure the UI can be improved and a tutorial would be appreciated. But we are no green gamers, this is a shooter. Get in, hunker down, shoot things, follow people. Really not that hard at all.


Title: Re: Planetside 2
Post by: Bzalthek on November 30, 2012, 05:13:39 PM
It's really not that bad.  It's confusing at first identifying bad guys but overall even if you die it's only a 10 second spawn.  Though if you can't handle a little frustration probably best not to play. 


Title: Re: Planetside 2
Post by: Nightblade on November 30, 2012, 05:18:57 PM
Played this game for 2 hours trying to find something redeeming about it. Didn't necessarily DO poorly but didn't find much enjoyment amongst the vague objectives. When I did something well, I didn't feel any thing. When I failed, I didn't learn anything. Taking a quick peek at the cash shop also killed any little motivation I had to play this game.

At it's base, it plays a lot like battlefield 3, so much so that I wondered why I wasn't just playing that instead.


Title: Re: Planetside 2
Post by: Tale on November 30, 2012, 05:30:11 PM
Played this game for 2 hours trying to find something redeeming about it. Didn't necessarily DO poorly but didn't find much enjoyment amongst the vague objectives.

It may be a MMOFPS not a MMORPG, but "I played for two hours and here is my opinion" is not helpful for a complex MMO. I am still learning things about this game.


Title: Re: Planetside 2
Post by: Nightblade on November 30, 2012, 05:39:12 PM
Played this game for 2 hours trying to find something redeeming about it. Didn't necessarily DO poorly but didn't find much enjoyment amongst the vague objectives.

It may be a MMOFPS not a MMORPG, but "I played for two hours and here is my opinion" is not helpful for a complex MMO. I am still learning things about this game.

Maybe If I played for five hours and took the mandatory introductory online course work I'd have a more favorable opinion... ... Or not.

Truthfully, the cash shop and the rate in which you earn certs is enough to turn me off, the garbage shooting and the randomly (apparently server side) disappearing textures is a whole different story.


Title: Re: Planetside 2
Post by: Falconeer on November 30, 2012, 06:02:52 PM
Just want to remind some people why we (those who are) are playing Planetside 2 and not any Battlefied (which we probably played anyway):

- Scale.

Massive war vs. 64 players skirmish.

This does not mean you have to care or feel the same way. But this is why PS2 can't be compared to anything other than Planetside 1. Sure, you shoot weapons like in Battlefield and can drive vehicles, but that's it. The scale of the fight makes all the difference in the world and the fact that it's three-way and takes place in maps that feel infinite and devoid of walls is just awesome. If we agree that WWII Online is a simulator more than a FPS, then it's obvious that Planetside 1 and 2 offer something that cannot be found in any other game. And I'd say this is why people are playing it.

About the "garbage shooting", care to elaborate? I am curious.


Title: Re: Planetside 2
Post by: Nightblade on November 30, 2012, 06:07:28 PM
Quote
At it's base, it plays a lot like battlefield 3, so much so that I wondered why I wasn't just playing that instead.

I'm aware of the scale, thank you. My gripes are with the mechanics, UI, new player experience and the cash shop. I don't know how I can be more straight forward than this.

Earlier in this thread someone equated the "shooting a water gun", and I agree with this.





Title: Re: Planetside 2
Post by: Falconeer on November 30, 2012, 06:11:32 PM
Earlier in this thread someone equated the "shooting a water gun", and I agree with this.

I see, you picked Vanu.
Also, the cash shop argument is bullshit. You play the game because it's fun to play the game, not to unlock stuff. And you don't play it if it's not fun, not because you don't unlock stuff. There's no purple loot to be had here, cash shop or not.


Title: Re: Planetside 2
Post by: Nightblade on November 30, 2012, 06:16:55 PM
Earlier in this thread someone equated the "shooting a water gun", and I agree with this.

I see, you picked Vanu.
Also, the cash shop argument is bullshit. You play the game because it's fun to play the game, not to unlock stuff. And you don't play it if it's not fun, not because you don't unlock stuff. There's no purple loot to be had here, cash shop or not.

I'm not the type of player who stops playing a game because he ran out of unlocks. I played TF2 for over 1000 hours before I became bored of it (when they started adding a ton of new weapons / items)

Playing for an hour and having a tiny fist full of free currency does not make me feel good about supporting these guys, but even pushing that aside and just looking at the game itself: even buying into the whole "side grade" schtick. Options = Power.


Title: Re: Planetside 2
Post by: Miasma on November 30, 2012, 06:42:20 PM
It's a free game, only a six gig download, no good reason not to try it for a couple hours if you have ever enjoyed an fps type game.  Just be sure to respawn somewhere in the action and maybe join a squad that advertises itself as doing something.  If you want to fly aircraft then just spawn at the warpgate.


Title: Re: Planetside 2
Post by: Surlyboi on November 30, 2012, 07:28:27 PM
Earlier in this thread someone equated the "shooting a water gun", and I agree with this.

I see, you picked Vanu.
Also, the cash shop argument is bullshit. You play the game because it's fun to play the game, not to unlock stuff. And you don't play it if it's not fun, not because you don't unlock stuff. There's no purple loot to be had here, cash shop or not.

I'm not the type of player who stops playing a game because he ran out of unlocks. I played TF2 for over 1000 hours before I became bored of it (when they started adding a ton of new weapons / items)

Playing for an hour and having a tiny fist full of free currency does not make me feel good about supporting these guys, but even pushing that aside and just looking at the game itself: even buying into the whole "side grade" schtick. Options = Power. "OMG, it's pay to pwn and I'm not down with that"

Fixed that for ya.

Side grades don't mean shit. All the power comes from shit you improve on in the game. You can buy a cash shop weapon and it won't mean shit compared to someone with standard gear that he's upgraded through playing and unlocking certs.


Title: Re: Planetside 2
Post by: Paelos on November 30, 2012, 07:37:43 PM
I'll download and give it a whirl this Sunday. Thanks for the advice.


Title: Re: Planetside 2
Post by: Nightblade on November 30, 2012, 09:09:38 PM
Quote
Side grades don't mean shit. All the power comes from shit you improve on in the game. You can buy a cash shop weapon and it won't mean shit compared to someone with standard gear that he's upgraded through playing and unlocking certs.

How much is the guided missile launcher again?


Title: Re: Planetside 2
Post by: Kageru on November 30, 2012, 09:48:13 PM

Most of the useful weapons are 1000 station points, and close to that in certs.

About the "garbage shooting", care to elaborate? I am curious.

Wildly aggressive cones of fire, bullet drop and recoil mechanics (especially for NC), latency on actions (entering a vehicle being very noticeable), regular 1+ second server lag spikes when the action gets heavy, excessive ground shake on all sorts of things that don't deserve it, reports of hacking with no anti-cheat built in, ghastly grenade mechanics, over-powered AoE's (including grenades) and vehicle dominance getting in the way of good-fights, cluttered but characterless maps that are so samey, dreadful mini-map.

It's still fun, but lots of shooters do this better.

So for someone that has never played PS before, can you jump into this and "get it" without a whole shitload of background reading offline? I define shitload as more than 2 hours of reading just so I can start playing the game without getting my head blown off upon spawn.
.

You'll die the first time, respawn or re-deploy back at the warpgate so you can play with weapons, keybinding, driving. The flight model is bizarre but a lot of people are really good with it. Then when you get bored look for a battle marker on the map and deploy to it. With any luck there'll be lots of people to shoot. The base capture mechanics are the complicated bit but you can take your time to work those out. NC is probably the hardest start.


Title: Re: Planetside 2
Post by: Sky on November 30, 2012, 09:58:34 PM
You will die 30 times before scoring a kill or understanding what is going on.
Bull-o-shit. I'm a crappy fps player and I've been able to hover around 0.5 since right off the bat. I'm probably worse now that I know more and I'm intent on trying to do things other than just shoot motherfuckers in the face.

Had one of my favorite moments. Fiancee watching, as we're putting Charlie through his paces. Jump into a gal adverting a hot drop. Full up, takes us to some cool plateau base and force ejects everyone....about twenty meters too soon. We all end up at the cliff base. No idea how to get up, picked apart by snipers. Laughed my ass off, but I was 0-1 today :)


Title: Re: Planetside 2
Post by: Cadaverine on November 30, 2012, 10:14:59 PM
I'm absolutely terrible at FPS games, and I've got a K/D ratio of around .09 to prove it, but I'm still having fun.  Figuring out that 'B' switched firing modes has helped immensely.

After the last few nights, though, I'm thinking I should swap playing Engineer for Medic.  The amount of people that just waltz right in to gun fire is nothing short of amazing.


Title: Re: Planetside 2
Post by: Surlyboi on November 30, 2012, 10:34:05 PM
Quote
Side grades don't mean shit. All the power comes from shit you improve on in the game. You can buy a cash shop weapon and it won't mean shit compared to someone with standard gear that he's upgraded through playing and unlocking certs.

How much is the guided missile launcher again?

And how useful is a guided missile for fighting infantry?

Yeah, thought so.


Title: Re: Planetside 2
Post by: rattran on December 01, 2012, 12:14:05 AM
I find as NC engineer, the best strategy is to unload an entire clip into the bad guys neck, and hope they die. Works reasonably well. I haven't really developed more strategy than that.


Title: Re: Planetside 2
Post by: Kageru on December 01, 2012, 12:18:41 AM
I swapped medic for engineer. Unless you run in an organized squad most of the time you'll be fighting in or around a spawn point, and when you lose the spawn point you lost the battle. Keeping the sunderer healed and any vehicles up (since those can't be re-spawned from mobile points) is more useful that saving someone a short run back. And that's before considering providing ammo, vehicle mines and healing MAX suits. Plus healing beams, on someone who just died, combined with staying in one place is just asking for a grenade.

That and heavy, because I hate vehicles. But people seem to consider the lock on launchers really limited. You can't reliably kill air with the one and the ground one gives lots of evasion time. And isn't needed if they are in your face which is what I care about. The default NC HA weapon is widely regarded as tragic though, so used station cash to upgrade out of that.


Title: Re: Planetside 2
Post by: Jimbo on December 01, 2012, 06:43:14 AM
I used my free station cash to buy a shot gun.  It is horrible.  But the standard Engineer Carbine with no upgrades and I'm up to a bronze medal with it.  Hit crouch by either using Ctrl or C (c makes you stay in crouch), switched to having my right click of mouse hold my weapon in zoom, and slow down, aim center of mass, and short controlled burst.  That is with the standard engineer weapon.

Now some of the goofy stuff, like you will unload a whole clip into someone, they will turn around and double tap you and you are dead.  Then it shows that they only lost like 1 or 2 bars or shield on them.  This is happening with some Vanu were it sucked that they would wipe like 6 of us out at close range w/o them taking damage.  Bullshit like that, along with some aimbots that have crept in, will make it pretty shitty to play.  Has only happened a couple of times so far though.

Btw, if you really want to fix up a rifle, pick one, and join a squad and get 30 cert's, it won't take that long if you heal, shoot, capture, repair, etc..., then see which role you like and decide on a weapon and get a scope for it. 


Title: Re: Planetside 2
Post by: Falconeer on December 01, 2012, 06:49:59 AM
Since we are giving away some advices for newbs once again, I'll repeat the two most basic ones that I can think of.

- (If you are not a sniper) Invest your first 30 certs into a better sight. 1x or 2x but get rid of the iron sight, it's really hard as a newbie to hit much with it.
- Don't ever shoot from the hip unless your enemy is so close that he/she is obscuring half of your field of vision. Always use the right mouse button and aim. This is weird if you grew up with 90s FPS, but kind of mandatory these days.
- Cone of fire is pretty large on almost all weapons, and gets larger until you spend certs in your weapon with every hit. Short bursts, very short bursts, always short bursts.


Title: Re: Planetside 2
Post by: Nebu on December 01, 2012, 07:45:32 AM
This is out?

Yes.  Just don't say anything negative or these guys will call you a heretic.


Title: Re: Planetside 2
Post by: Nightblade on December 01, 2012, 08:17:38 AM
Quote
Side grades don't mean shit. All the power comes from shit you improve on in the game. You can buy a cash shop weapon and it won't mean shit compared to someone with standard gear that he's upgraded through playing and unlocking certs.

How much is the guided missile launcher again?

And how useful is a guided missile for fighting infantry?

Yeah, thought so.

Missing the point entirely.

Quote
I used my free station cash to buy a shot gun.  It is horrible.  But the standard Engineer Carbine with no upgrades and I'm up to a bronze medal with it.  Hit crouch by either using Ctrl or C (c makes you stay in crouch), switched to having my right click of mouse hold my weapon in zoom, and slow down, aim center of mass, and short controlled burst.  That is with the standard engineer weapon.

You can trial weapons for 30 minutes before you buy them. Don't ask me what (arcane?) ritual you need to do this though.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 01, 2012, 08:22:13 AM
The arcane one where you click "Trial" after looking at the item?


Title: Re: Planetside 2
Post by: Bzalthek on December 01, 2012, 08:26:57 AM
Quiet Bloodworth.  That involves reading.  I think we have already conclusively proved that if reading is involved it's a bad game and anyone who says otheriwse is a fanboy out to burn heretics.


Title: Re: Planetside 2
Post by: Nightblade on December 01, 2012, 08:29:12 AM
Quiet Bloodworth.  That involves reading.  I think we have already conclusively proved that if reading is involved it's a bad game and anyone who says otheriwse is a fanboy out to burn heretics.

Like how someone was unable to read into the meaning of the question mark?


Title: Re: Planetside 2
Post by: Sparky on December 01, 2012, 09:15:28 AM
I really love engineer.  Got mines, a deployable gun, can repair my own tank and drop ammo packs in big fights for sickening amounts of XP.  It's probably the best class for learning the game as you run around with people earning certs without the whole "have to be good at shooting or even understanding what the fuck is happening" thing.  I was hanging out with some AA MAXes last night outside the enemy spawn keeping everyone topped up while they just wrecked shit - it was mad fun.

Other memorable moments include a big tank column that successfully stopped an enemy push and a prolonged infantry standoff where I actually managed to kill a dude maybe!


Title: Re: Planetside 2
Post by: Der Helm on December 01, 2012, 09:25:01 AM
How are the Bettys ?


Title: Re: Planetside 2
Post by: 01101010 on December 01, 2012, 11:13:32 AM

You can trial weapons for 30 minutes before you buy them. Don't ask me what (arcane?) ritual you need to do this though.


Well to be honest, it is sorta hidden. Took me a minute to find it.

Go to weapon term > select weapon > at bottom select get more > click the unlock button on the weapon you wish to try > at the bottom of that new window.


Title: Re: Planetside 2
Post by: Falconeer on December 01, 2012, 12:14:47 PM
This is old, last August, but have we read it? I haven't, and I think it's interesting. Maybe lots of wishful thinking, but hey I like to have something to look forward to.

Smedley talking aboutthe future plans for Planetside 2 (http://john-smedley.livejournal.com/2412.html) (published on his blog on August 2012).

Quote

Planetside 2 - What is it and why do I want to play it?

My goal of this blog post is to explain PS2 from my own perspective and to give some insight as to how we at SOE view the game and what it's like compared to other shooters and MMOs. I also want to explain what we think the heart of the gameplay is.. and just as importantly what it isn't. I'm also going to talk about our plans for the future. We have games that have run for over 13 years, so when we're making Planetside 2 we aren't looking at what it's like in 2012. We're thinking about a game we plan to have running in 2025. Yeah. Really. I plan on doing a lot of direct comparisons to other games. When I'm doing that in no way do I want any of this to be viewed as me slamming other games. I've played the heck out of Battlefield 2 and 3 as well as BFBC2. I've also played a ton of MW2 and MW3 as well as TF2. I am primarily a PC gamer. I've also played on teams extensively. All of the above games are amazing and are made by people with tremendous talent and passion that I have the utmost respect for. We're making Planetside 2 to be a game we at SOE want to play. We've gotten a lot of inspiration from elements of the above games as well as many other games.. including our own and especially from the original Planetside which we released back in 2003. Well ahead of it's time. This isn't meant to be a super comprehensive FAQ on Planetside 2 - just some things I wanted to get out there after reading a lot of questions and comments. Also - it's late.. I'm not spending a ton of time formatting this too well, so sorry for the wall of text in many spots.

So what is it?

Planetside 2 Is a massively multiplayer first person shooter game made by Sony Online Entertainment. The game is played in on gigantic open world continents with up to 2000 other players on a single continent. When we say it's massively multiplayer we're not talking about a bunch of instances like other games. All 2000 people are literally playing together and fighting in massive battles that aren't forced into tiny little arenas like other FPS games. Each player chooses to play on one of 3 empires… the New Conglomerate, The Terran Republic and the Vanu Sovereignty. It takes place in the distant future and each empire has a unique playstyle. Probably the closest comparison in terms of the empires would be a game like Starcraft II by Blizzard where each of the different races has a very unique playstyle and feel to it.

How does it compare to other FPS games and to other MMO games?

As I said before it is truly a massively multiplayer game and you can actually be playing with 2000 other people on the same continent. But there are a lot of other differences that are very core to the experience when compared to other FPS games and other MMOs. As an FPS our goal has been to give it the graphical fidelity of a modern shooter in the same quality level as a Modern Warfare 3 or a Battlefield 3. Between those two games it is probably closer in play style to Battlefield 3 because it takes place on very large maps (although a continent in Planetside 2 is roughly 16 times the size of the largest BF3 map) and it has vehicle based gameplay. At present we have infantry, land vehicles and air vehicles all playing in the same environment. Down the line we plan on adding water based vehicles. The game is fast paced and is skill based, but unlike many shooters we offer character progression beyond just the standard unlocks found in other games or simple rank progression. Yes that stuff is very cool and works well in other shooters. The persistence in Planetside 2 is in many dimensions. Here's what I think makes us different:

1) We also have a very deep certification system. This system is something you advance through by gaining certification points (cert points) by playing (you will also be able to earn those points offline so you can keep up with your friends, although at a reduced rate). You spend those cert points on abilities in-game that can enhance your weapons, your vehicles and your character's class abilities and many other things.
This certification system is far deeper than traditional unlocks in normal FPS games. It allows your character to truly be very different from other characters.. even ones that have played the same amount of time as you have. Our goal is to provide very deep and meaningful progression and attachment to your character. We made the decision to make this a time investment based system to give you the ability to customize your play style in ways that matter to you. It's not a simple unlock system. This system is a combination of the deep skills in a game like Eve Online combined with runes and masteries in League of Legends combined with unlocks in more traditional FPS games. The simple goal here was to make Planetside 2 insanely deep. We want people that play with different play styles to really be able to go crazy with their character's depth. We want literally years worth of certifications. I do want to make clear though that this is still a skill based game. A person with years of certs trained can still be shot down quickly by a noob that's a better shot. It's about being able to play the way you want to play.

2) Planetside 2 has the deepest team based gameplay of any FPS. We allow groups of 12 to form a squad. We allow 4 squads to form a platoon. Players can make an outfit (think Clan or Guild) with 300 people in it and all of you can play at once.. together. We have built Planetside 2 from the ground up to be about organized groups of players. We have a lot of leadership certifications that give leaders special abilities. In fact being a leader doesn't even mean you're the best player. A person who wants to specialize in leadership could spend a year leveling up a bunch of certs that give him the ability to level up his squad or platoon mates and give them a buff. Or the ability to drop a squad spawn beacon. Or the ability to promote people within his outfit.. or allow special chat abilities or voice abilities.. or having special chat channels that are set up by rank. We designed Planetside 2 to have the largest scale organized operations of any FPS ever made. You can literally go to war together and live and die together in a way that you just can't in any other FPS ever. Does this mean that you can't be a lone wolf in the game? No. You most certainly can be a lone wolf. We think that a big part of what makes Planetside 2 special is this amazing experience of large scale gameplay that you just can't get in any other FPS. If you want to compare it to anything, it's probably fair to say this particular aspect it's like an FPS version of Eve Online. We had a lot of this back in the original Planetside in 2003, but we've amped it up and made it more awesome with modern technology. We've put a lot of emphasis into high quality voice features (you literally could be addressing your entire 500 person outfit via voice).

3) Immersive world - Planetside 2 is very unique in the vast scale of our continents. It also has a complete day/night cycle. That changes everything gameplay wise. When you're fighting over a base that fight could literally take place over a day in-game that slowly turns to night. It's amazing to see that happen and it really changes how you play. It makes stealth matter in a big way, and it also means night vision equipment matters. Stealth really changes at night too. One of our biggest long term goals is to add weather to the planet that materially impacts gameplay. Imagine a sandstorm that grounds aircraft or blinds infantry or sweeps over the desert plain making visibility really bad. Our large scale also changes something really fundamental - there are no separate levels like normal FPS games. There are tons of bases and locations in many different parts of the map that are completely different from one another. We have huge sprawling bases that take combined forces to attack as well as a massive biodome where only infantry can get inside. Also territory matter in a material way. High ground matters. You can sit in a tank and literally shell the heck out of a base in the canyon beneath you. There has never been a game that has this kind of scale.

4) The game doesn't have an end - This is a massive difference between Planetside 2 and every FPS out there. It isn't round based. There isn't a winner and a loser. It truly never ends. you could log out at night after the NC have taken over an entire continent and log back in the next morning and the Vanu have fought back and beaten the NC back to their warp gate. I have been asked an awful lot about this one point - some people see this as a bad thing. People say "what's the point?". Please think carefully about that. What is the point of playing a round of BF3 or MW3? There is a winning team and a losing team. Then it starts all over. That gives people the satisfaction of knowing they accomplished something. Planetside 2 has that exact same thing.. just on an enormous scale. You can fight over a base for 3 hours… and succeed in taking it over. People from the original Planetside still talk about taking over certain bases and the amazing feeling of accomplishing an organized strike that took 2 days to take over a base. We have leader boards.. and stat advancement just like those other games. Planetside 2 is different in that the world is persistent. That doesn't mean it's static. It changes based on player actions. It changes based on YOUR actions. What you and your team does matters in Planetside 2. You do get that same feeling of accomplishment over "winning" a match. in this case it's just taking over one small part of the map. This never ending thing really confuses some people that have only ever played round based FPS games. I understand why, but once they play for a while it's the kind of thing you quickly realize adds an amazing dimension to an FPS. In Planetside 2 you're fighting for your Empire and you're fighting for your outfit.. or your squad. And when you log out for dinner and then log back in, that same fight you were a part of could still be raging.

5) Community - Other FPS games have great communities. What makes Planetside 2 different is the size of the server community you are playing on. I've always loved playing on the same servers for long periods of time in BF2 and BF3. I like seeing the same people every night. you get to know people and that's a big part of why I play online games. Planetside 2 has the same thing on a much larger scale.

6) Resource based gameplay and territorial control - One very key aspect of Planetside 2 is that on each continent we have the concept of territorial control. If you look on the map you'll see hexes that each side owns. Owning territory in Planetside 2 gives your empire physical resources. Those resources have a material impact on the game. If your empire doesn't own very many Polymers and Polymers are a major component of grenades or Galaxies.. your empire may not be able to spawn those things. This gives you a major reason to fight.. and to fight over particular territory. Our goal with this is to make a scarcity model that helps to frame the battle and the front lines. It's to your strategic advantage to take certain territory to allow you to do things in game your opponents can't. We also have big plans for why this is going to matter in the future which I'll explain below.

7) Familiar gameplay - Planetside 2 plays like other shooters in it's moment to moment gameplay  - it uses the same basic controls as just about every shooter out there… we're probably most similar to BF3 because like that game we have vehicles and we've chosen controls that are standard across most FPS games. So you'll feel right at home immediately.

What about the business model?

Planetside 2 is a Free to Play game. We have deliberately made the game so that a person never has to spend a dime. We don't charge for maps. We don't charge for basic equipment. There is no Pay to Win in Planetside 2. We allow you to purchase guns with either Station Cash (our microtransaction currency) or in-game resources. We are charging for what we call "sidegrades". What does that mean? It means a gun you get when you start the game is just as powerful as a gun you can buy. We're charging for different play styles. We may give the default Gauss rifle a damage value of 10 per second and a range of 5 meters. We may have another Gauss Rifle on the market that does 8 damage but has a range of 7 meters. Our goal is to provide a broad range of weapons that allow you to customize your play style the way you want. Very importantly we made the decision to also allow you to purchase weapons with in-game currency called Auraxium. You can literally buy the exact same guns without ever spending a dime if you put the time investment in. We aren't going crazy with making you spend a month to buy a gun. In some cases it may be as low as 3-4 hours to buy the cheaper guns and for the expensive stuff it might be 10-15 hours. We're still working all that out so those numbers are just examples. We want to make money but we want players to feel like they can play without paying. Our theory is simple - people that don't pay are still providing content for the people that do. The game I would say we are closest to with our business model is League of Legends. We are doing our very best to build a huge player community. We don't want to alienate players with a business model that people feel bad about. We have to pay the bills and our goal with this game is obviously to make an awesome game but we also have to make a profit. We also plan on having extensive customization options which we will likely only be letting players pay with Station Cash for. We'll also have convenience items that will speed up experience gain for a short time and other things like that. What we won't be doing is pay to win. We play this game too. We're not fans of that. Frankly I won't personally play games that do that and I plan on playing the hell out of PS2. Why are we going F2P instead of normal subscription or a box with no sub? Simple - we want to have a massive number of players and not charging anything up front or forcing a sub on people will give us a much bigger number. Our theory is over time enough people will spend that we'll be very successful. We also don't want to charge for things like new continents or new planets (in the future). We don't want to split the player base up. My opinion is this is bad for games like MW3 and BF3. It splits the player base up. That hurts in a game like Planetside 2 and we don't want it.

What are your plans for the future?

First off, we have a 3 year plan. That's really big. We plan on putting that out to the users at some point in the near future. This isn't some "vision" we plan on imparting on our players. It's our thoughts on what we think would be cool. We will listen to our users feedback and make changes based on that feedback. We think we have some killer ideas but our players have pretty good ones too! I want to be super clear here - these are just some of the ideas. The team has a ton.

Here are just a few cornerstone ideas we are considering. I want to be crystal clear and say that these are NOT promises these are ideas.. some of which may be canned. That thinking can change. It can even change fast. I just want you to understand we are looking to support this game for a very long time and add a lot of features to it.

1) Player Owned bases - we plan on releasing continents that are empty or partially empty where players can build their own bases. These are open world bases so others will be able to attack them. We're also planning on having these continents heavily resource based with new resource types that will be very rare..and lots of cool new stuff that can be built out of these new resources.

2) Harvestable resources - imagine SC II style resource harvesting with physical vehicles doing the mining or the harvesting.

3) Water between continents - seamlessly - this is really hard tech, but our goal is to make the whole planet seamless and allow water based vehicles.

4) Lots more vehicles and weapons - just what it sounds like. Many of these will take very rare resources to make.

5) NPC enemies - I don't want to call this PVE. That's not exactly what we have in mind. More like a global invasion that goes after everybody. This isn't a bunch of quest givers saying "go kill 10 rats" - this is bad ass aliens that want to gut you.

6) NPC armies - imagine as the commander of a base sending an NPC army towards another base MOBA style except it's in the middle of the Planetside 2. This isn't another game mode. It's all part of the same game.

7) Esports support - we plan on doing this pretty soon after launch. We plan on making this a big big thing and putting a lot of our resources behind it.

8) Weather

9) Mac version (soon after launch).

Like I said - some of these are just ideas.. some are already planned for the near term. Expect us to lay this out clearly and expect this soon.

Thanks and I hope this gives you some things to think about

Smed


Title: Re: Planetside 2
Post by: proudft on December 01, 2012, 12:44:43 PM
OK I got this thing running last night, fussed with settings, etc, and got my first real play attempt in this morning.

I messed around with some vehicles at the base for a while, yup this is like BF1942, hooray.  Then I see some guy chatting in text that he's loading up a troop transport aircraft to go to the battle, so time to see some action right?

As soon as I get in, it turns out he is talking on the voice comm, and with the filter it actually sounds pretty cool like a walkie-talkie or whatever.  He hovers there for a minute or two, loading up (and we watch other people 'learn to fly' nearby, with some nice crashes into mountainsides), and then when about 10 people or so are on, we take off and head for the action.

But as soon as he lifts off, he starts narrating like a goddamn Southwest pilot.  It was hilarious.    "Our destination today is Blahblah Outpost.  If you look to the right, you will see the enemy outpost blahblah.  Right now, passing underneath us is an enemy transport.  If the gunners would be so kind as to shoot at it, it would really make my day.  Now, when we get over our destination, jump out and because this is a transport plane you won't take any damage.  Well, it looks like we've had a change of destination, and now we are headed to Otherblahblah base.  OK, we are getting near the base (PING PING PONK incoming gunfire).   Now would be a good time to exit the aircraft, and have a nice day!"

After landing, I blew up a tank with my rocket launcher, somehow, and shot at some guy but then got kilt.   A+++++ would play again.  Mainly because of that pilot guy (and hey, knowing you can just bail out was actually useful.)



Title: Re: Planetside 2
Post by: Viin on December 01, 2012, 02:08:14 PM
You can trial weapons for 30 minutes before you buy them. Don't ask me what (arcane?) ritual you need to do this though.
Well to be honest, it is sorta hidden. Took me a minute to find it.

Go to weapon term > select weapon > at bottom select get more > click the unlock button on the weapon you wish to try > at the bottom of that new window.

Never would have thought to look there, I figured clicking Unlock would take my points. Though the trial doesn't seem to work for me - once you click it, what is suppose to happen?

Played 2 hrs last night and about 45 mins today so far - good stuff, though I think the infantry needs more anti-vehicle weapons (sounds like you can unlock some though). Already got 32 certs so I need to figure out what class I wanna play for the next few days.


Title: Re: Planetside 2
Post by: 01101010 on December 01, 2012, 02:21:11 PM
You can trial weapons for 30 minutes before you buy them. Don't ask me what (arcane?) ritual you need to do this though.
Well to be honest, it is sorta hidden. Took me a minute to find it.

Go to weapon term > select weapon > at bottom select get more > click the unlock button on the weapon you wish to try > at the bottom of that new window.

Never would have thought to look there, I figured clicking Unlock would take my points. Though the trial doesn't seem to work for me - once you click it, what is suppose to happen?

Should be available back on your character sheet at the term. Click the weapon then the trial weapon should be one of the selectables.


Title: Re: Planetside 2
Post by: Kageru on December 01, 2012, 04:14:47 PM
Played 2 hrs last night and about 45 mins today so far - good stuff, though I think the infantry needs more anti-vehicle weapons (sounds like you can unlock some though). Already got 32 certs so I need to figure out what class I wanna play for the next few days.

LA or Inf if you like being a attacking lone wolf that annoys the enemy.

HA if you want to kill the enemy (though there's also the MAX, it has a resource cost and timer). They're also the main anti-vehicle infantry. Though the best anti-vehicle is probably other vehicles.

Eng or Medic if you want to do killing and a bit of support.


Title: Re: Planetside 2
Post by: Viin on December 01, 2012, 04:21:24 PM
Should be available back on your character sheet at the term. Click the weapon then the trial weapon should be one of the selectables.

Is it only available at the terminal rather than during a respawn?


Title: Re: Planetside 2
Post by: Bzalthek on December 01, 2012, 04:25:07 PM
Yeah, I don't think you can respawn as max due to the resource cost.  As I recall it was set up that way to prevent Max zergs and keep a steady stream of other classes being augmented by Maxes.


Title: Re: Planetside 2
Post by: Pennilenko on December 01, 2012, 05:05:01 PM
Is this worth subscribing to?


Title: Re: Planetside 2
Post by: Nebu on December 01, 2012, 05:47:15 PM
Is this worth subscribing to?

Play it for an evening or two and then decide.  It's free to try.   


Title: Re: Planetside 2
Post by: Malakili on December 01, 2012, 06:01:34 PM
Is this worth subscribing to?

I signed up for a month's worth.  Obviously try before you buy.  I'm not sure what is more cost efficient in the long run, subscription, or just buying more station cash.


Title: Re: Planetside 2
Post by: Falconeer on December 01, 2012, 06:15:05 PM
With subscription AND Alpha Squad 10% buff I make about 100 certs in three hours playing sucking, with an average 0.9 K/D ratio. That is to give people some data in regards to the acquisition of cert points with Premium boost.


Title: Re: Planetside 2
Post by: Surlyboi on December 01, 2012, 08:17:25 PM
Quote
Side grades don't mean shit. All the power comes from shit you improve on in the game. You can buy a cash shop weapon and it won't mean shit compared to someone with standard gear that he's upgraded through playing and unlocking certs.

How much is the guided missile launcher again?

And how useful is a guided missile for fighting infantry?

Yeah, thought so.

Missing the point entirely.

Yes you are, but thanks for playing.


Title: Re: Planetside 2
Post by: apocrypha on December 02, 2012, 02:13:13 AM
Been sticking with it, following lots of the advice from this thread, BR8 now but still only about 150 certs. Feels like the certs come in way too slowly, unless I'm missing something major. Mostly playing as engineer, switching to Hvy occasionally for anti-vehicle.

Alpha Squad 10% buff

What's this?

Also, how to I increase the number of grenades I can carry? I cannot work it out!


Title: Re: Planetside 2
Post by: Kageru on December 02, 2012, 04:16:25 AM
Alpha squad was pre-order I think.

Some (most?) classes have a suit mod that increases the numbers of grenades you can carry, but you can only have one suit mode so you have to sacrifice increased health.

Forum lighting up with hacking complaints, probably true as well, I have little faith in SOE to be on top of that. Apparently ArtificialAiming released there hack today (Youtube (http://www.youtube.com/watch?v=R_6Tsupllrc)).


Title: Re: Planetside 2
Post by: apocrypha on December 02, 2012, 09:02:37 AM
Alpha squad was pre-order I think.

Some (most?) classes have a suit mod that increases the numbers of grenades you can carry, but you can only have one suit mode so you have to sacrifice increased health.

Forum lighting up with hacking complaints, probably true as well, I have little faith in SOE to be on top of that. Apparently ArtificialAiming released there hack today (Youtube (http://www.youtube.com/watch?v=R_6Tsupllrc)).

Cheers. I think what was confusing me with grenades was that you can "resupply" them up to 40 - but only equip 1 at a time. Now I understand it. And I'll be sticking with my +health suit mod :)

Just had a fun hour as the central gunner in one of the 3-man gunship things (can't remember what it's called). Great pilot and both me and the tail-gunner were engineers, so we kept the same gunship alive for the whole hour, racking up the kills.


Title: Re: Planetside 2
Post by: Megrim on December 02, 2012, 12:37:29 PM
Does the, uh, Lasher (?) have a down side? Are the equivalents for TR and NC just as awesome? I ask, because I trialled it last night for 1/2 an hour, and wow.


Title: Re: Planetside 2
Post by: snowwy on December 02, 2012, 01:28:51 PM
Does the, uh, Lasher (?) have a down side? Are the equivalents for TR and NC just as awesome? I ask, because I trialled it last night for 1/2 an hour, and wow.

Lasher is incredibly situational. As in it's pretty damn useless unless you are shooting it at a large gathering of enemys. Way to long TTK, but decent splash-damage


Title: Re: Planetside 2
Post by: Surlyboi on December 02, 2012, 05:16:59 PM
The lasher is shit unless you're spamming a squad coming in the other direction. Of course, if you've got a dozen lashernoobs spamming that shit at the same time, it's a fucking wall of death.


Title: Re: Planetside 2
Post by: Jimbo on December 02, 2012, 09:16:08 PM
I got the membership, but no station cash yet.  I should have  gotten 500 a month, but nothing yet.


Title: Re: Planetside 2
Post by: Viin on December 02, 2012, 10:24:06 PM
I got the 500 when I signed up on Friday. Sucks if it got stuck somewhere ..


Title: Re: Planetside 2
Post by: Pennilenko on December 02, 2012, 10:26:34 PM
You only get the 500 if you chose an automatically recurring payment option. No 500 a month with game time card membership for example.


Title: Re: Planetside 2
Post by: Jimbo on December 03, 2012, 12:20:30 AM
Oh it could be Sony online, they tried to charge me for 3 of alpha squad, so I'll call soe, in the morning when i get off work.


Title: Re: Planetside 2
Post by: kaid on December 03, 2012, 07:27:54 AM
Does the, uh, Lasher (?) have a down side? Are the equivalents for TR and NC just as awesome? I ask, because I trialled it last night for 1/2 an hour, and wow.

Lasher is incredibly situational. As in it's pretty damn useless unless you are shooting it at a large gathering of enemys. Way to long TTK, but decent splash-damage

Most of the side specific heavy weapons are situational. The MCG is pretty awesome IF you are fighting really in close and you have time to ramp it up and let the bullethose work. The lasher is good in areas full of enemies and the jackhammer is good if you are fight up close and personal. The LMG the heavies get default is more of a solid overall performer so its good to have one configuration with the side specific toy and one with the more normal LMG for when you cannot be in your optimal distance.

If you are in big brawls the lasher is awesome but if you are getting in one v one fights you are probably better off with the LMG.


Title: Re: Planetside 2
Post by: kaid on December 03, 2012, 07:33:15 AM
You can trial weapons for 30 minutes before you buy them. Don't ask me what (arcane?) ritual you need to do this though.
Well to be honest, it is sorta hidden. Took me a minute to find it.

Go to weapon term > select weapon > at bottom select get more > click the unlock button on the weapon you wish to try > at the bottom of that new window.

Never would have thought to look there, I figured clicking Unlock would take my points. Though the trial doesn't seem to work for me - once you click it, what is suppose to happen?

Played 2 hrs last night and about 45 mins today so far - good stuff, though I think the infantry needs more anti-vehicle weapons (sounds like you can unlock some though). Already got 32 certs so I need to figure out what class I wanna play for the next few days.

The default heavy assault rocket is pretty solid vs ground vehicles. You can unlock two upgrades for it one is a ground to air lock on missile and ones a ground to ground lock on missile. I HIGHLY recommend if you buy anything in the game get the ground to air missile. Dumbfired it is great vs ground vehicles and gives you as an infantry a reasonable way to scare off enemy strike fighters and bombers. I have used my SC to buy a lot of stuff but the best overall performance increase has been the G2A missile. It gives you capability you simply won't have otherwise unlike most of the stuff which is just side grades.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 03, 2012, 07:58:04 AM
This seems rather helpful and complete:

Planetside 2 - The Absolute Basics - Navigating the world (http://www.youtube.com/watch?v=Tx_xeRFlNTA&feature=youtu.be&hd=1)


Title: Re: Planetside 2
Post by: Viin on December 03, 2012, 08:11:06 AM
The default heavy assault rocket is pretty solid vs ground vehicles. You can unlock two upgrades for it one is a ground to air lock on missile and ones a ground to ground lock on missile. I HIGHLY recommend if you buy anything in the game get the ground to air missile. Dumbfired it is great vs ground vehicles and gives you as an infantry a reasonable way to scare off enemy strike fighters and bombers. I have used my SC to buy a lot of stuff but the best overall performance increase has been the G2A missile. It gives you capability you simply won't have otherwise unlike most of the stuff which is just side grades.

Hey, great tip. Didn't even know that was an option. I was looking for a G2A-specific weapon.

My biggest gripe so far is that its not obvious what you can do to a weapon with upgrades. Or that I needed a damn mobile station cert to deploy a Sunderer.

Edit: oh and now the speedhackers that you can't even report because they do LLLIILLLIIILLLIIII in all lowercase for their name.


Title: Re: Planetside 2
Post by: Viin on December 03, 2012, 08:13:40 AM
Also, I fraking suck at flying.


Title: Re: Planetside 2
Post by: 01101010 on December 03, 2012, 08:15:46 AM
Most of the side specific heavy weapons are situational. The MCG is pretty awesome IF you are fighting really in close and you have time to ramp it up and let the bullethose work. The lasher is good in areas full of enemies and the jackhammer is good if you are fight up close and personal. The LMG the heavies get default is more of a solid overall performer so its good to have one configuration with the side specific toy and one with the more normal LMG for when you cannot be in your optimal distance.

If you are in big brawls the lasher is awesome but if you are getting in one v one fights you are probably better off with the LMG.

There are not enough truly CQB situations to fully use the HA ES weapons. In PS, you had halls and doors and breaching into small rooms; here, you have open areas and fairly large rooms - which means shotguns are situational as well. I detest playing HA for some reason (can't quite get the shield use down to a routine, very slow reload time, feels slower overall... dunno) in this game, but I die more to this class than any other... with their stupid sheild  :oh_i_see:

However, I can't complain except the fact they are effective at medium ranges a little too much. Toe-to-toe with my medic or my engy/LA at close range, ok...I am dead. I get that, but medium range it should be a wash which it is close, but still they come out on top more often than not. Thank god most of the time, toe-to-toe is not an issue.



Title: Re: Planetside 2
Post by: WayAbvPar on December 03, 2012, 09:20:11 AM
Also, I fraking suck at flying.

Just keep practicing. I felt guilty at first- I was thinking that by taking a Reaper out and promptly crashing it into the nearest solid object,  I was depriving my team of air support (since this is how it works in BF games- only x number of vehicle available with a spawn timer). Then I realized that the resources used to spawn things in PS2 are my own, and that I wasn't doing anything that would hurt my team other than taking one gun off the field (which means dick in the big picture).

Crank up the mouse sensitivity as far as it will go for aircraft. Practice turning, accelerating, etc. Then move on to flying under and around towers. Learn to land it safely. Once you get a feel for how it moves, you can try some ground attacks. Always have a plan for how you are going to escape, and where you can put it down to repair (have I mentioned that you want to be an engineer so you can do your own repairs? Free XP there too!). You won't want to engage any enemy aircraft until you have a good feel for yours, and probably until you dump some certs and/or Smedbux into upgrades.


Title: Re: Planetside 2
Post by: 01101010 on December 03, 2012, 09:31:58 AM
Also, I fraking suck at flying.

Just keep practicing. I felt guilty at first- I was thinking that by taking a Reaper out and promptly crashing it into the nearest solid object,  I was depriving my team of air support (since this is how it works in BF games- only x number of vehicle available with a spawn timer). Then I realized that the resources used to spawn things in PS2 are my own, and that I wasn't doing anything that would hurt my team other than taking one gun off the field (which means dick in the big picture).

Crank up the mouse sensitivity as far as it will go for aircraft. Practice turning, accelerating, etc. Then move on to flying under and around towers. Learn to land it safely. Once you get a feel for how it moves, you can try some ground attacks. Always have a plan for how you are going to escape, and where you can put it down to repair (have I mentioned that you want to be an engineer so you can do your own repairs? Free XP there too!). You won't want to engage any enemy aircraft until you have a good feel for yours, and probably until you dump some certs and/or Smedbux into upgrades.

I really have to go with what BW was saying yesterday about flying... Keep trying and eventually it clicks. My first mossy I pulled, I grandma drove it around the warp gate getting a feel for it and landed, hopped out and shook my head. Second time I just wanted to fly to a fight instead of podding in - proceeded to lose control when I became completely unlevel, left a mark on the side of a hill somewhere on Indar. Third time I found a continent that we owned most of and practiced taking off and landing and shooting at empty owned bases. Fly around, land, tweak mouse settings on air vehicle, fly some more, tweak some more. I then proceeded to a mild battlefront and put down a few round into an enemy lib before taking an antitank shell to the face. Live and learn... NEVER COME UP FROM BELOW AND BEHIND AND OPEN UP ON A LIB (or L2Dodgelol). Definitely not a pilot, but things are starting to click more.

That outta the way, rockets are really one of the only ways to go in a fighter. The gun hurts stuff, but not before they clip your wings. I may practice more dog fighting, but it will be a long time before I make it anything more than a 30sec engagement.


Title: Re: Planetside 2
Post by: WayAbvPar on December 03, 2012, 09:35:37 AM
I added the rotary gun and the dumbfire rockets to my Reaper. Everyone else seems to have added the A2A missiles, so I added flares  :grin: I also learned to dodge locked missiles much of the time by trying to put myself behind solid objects (more than 1 is ideal).


Title: Re: Planetside 2
Post by: kaid on December 03, 2012, 10:02:43 AM
I really love engineer.  Got mines, a deployable gun, can repair my own tank and drop ammo packs in big fights for sickening amounts of XP.  It's probably the best class for learning the game as you run around with people earning certs without the whole "have to be good at shooting or even understanding what the fuck is happening" thing.  I was hanging out with some AA MAXes last night outside the enemy spawn keeping everyone topped up while they just wrecked shit - it was mad fun.

Other memorable moments include a big tank column that successfully stopped an enemy push and a prolonged infantry standoff where I actually managed to kill a dude maybe!

I have been enjoying engineer as well. Got a fun weapon combo the other day. I plunked down a bit of money to unlock the track 5 s carbine and used certs to get the under barrel grenade launcher. That thing is awesome. Gives my engineer that little extra punch for when I need to do some shooty stuff. Its is a one shot one reload grenade that goes off on impact has really decent range. Its a one shot kill on a direct hit or two shot to an aoe. One nice thing is light assault shares the same weapons as engineer so gearing one up helps gear the other up as well so good bang for the buck.


Title: Re: Planetside 2
Post by: 01101010 on December 03, 2012, 10:11:13 AM
I have been enjoying engineer as well. Got a fun weapon combo the other day. I plunked down a bit of money to unlock the track 5 s carbine and used certs to get the under barrel grenade launcher. That thing is awesome. Gives my engineer that little extra punch for when I need to do some shooty stuff. Its is a one shot one reload grenade that goes off on impact has really decent range. Its a one shot kill on a direct hit or two shot to an aoe. One nice thing is light assault shares the same weapons as engineer so gearing one up helps gear the other up as well so good bang for the buck.

I got this on my medic's gun. Since I was an M203 junkie in America's Army Online, I was really looking forward to this. Sad part is that you need a term to rearm it since ammo packs are strickly bullets for infantry. I am ok with that because not doing that would turn the game into a spamfest. I am very glad the range operates pretty damn close to what I am used to in other games. I likes it.


Title: Re: Planetside 2
Post by: kaid on December 03, 2012, 10:25:19 AM
Ya you have to hit the term but I think it would probably be OP if you could recharge yourself with ammo kits that would be a bit to one man army. Heavies can almost do it but they need an engy to power them up letting an engy do it themselves would be a bit crazy.

Even with just two shots its still damn useful its pretty acruate once you get the hang of the lob even over pretty long distances and basically giving you two more grenades for 100 cert points that don't take infantry supply to restock is pretty uber.


Title: Re: Planetside 2
Post by: Falconeer on December 03, 2012, 10:46:49 AM
I wished mines were a little more useful, or that you could carry more than one. Can you? And have of you been able to make real good use of them? The best I could attain with it has been killing one enemy I was dueling with who exploded the moment he turned the corner, but never been able to kill plenty at once as I was hoping to do, no matter how close to their spawn I placed it. Grenades are so much better that I can't justify to myself spending 100 Infantry resources on a mine instead of 75 on a grenade.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 03, 2012, 11:08:20 AM
Mines are rather useful. In fact they annoy the hell out of me over the past few days. Fuckers. YMMV


Title: Re: Planetside 2
Post by: Viin on December 03, 2012, 11:12:06 AM
Crank up the mouse sensitivity as far as it will go for aircraft.

You guys don't use joysticks for the flying?


Title: Re: Planetside 2
Post by: Falconeer on December 03, 2012, 11:14:10 AM
I forgot to say that while I've died 629 times since launch already, I've never died to a mine yet.

About flying, I am very comfortable with mouse and keyboard, but I am not that good at staying out of trouble so I seldom last more than two minutes anyway.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 03, 2012, 11:35:28 AM
I have been dieing more and more to tank mines and also Inf mines. I assume people are starting to cert into them, and the proliferation of Videos showing how to use them seems to have risen.


Title: Re: Planetside 2
Post by: Megrim on December 03, 2012, 11:45:26 AM
Does the, uh, Lasher (?) have a down side? Are the equivalents for TR and NC just as awesome? I ask, because I trialled it last night for 1/2 an hour, and wow.

Lasher is incredibly situational. As in it's pretty damn useless unless you are shooting it at a large gathering of enemys. Way to long TTK, but decent splash-damage

Most of the side specific heavy weapons are situational. The MCG is pretty awesome IF you are fighting really in close and you have time to ramp it up and let the bullethose work. The lasher is good in areas full of enemies and the jackhammer is good if you are fight up close and personal. The LMG the heavies get default is more of a solid overall performer so its good to have one configuration with the side specific toy and one with the more normal LMG for when you cannot be in your optimal distance.

If you are in big brawls the lasher is awesome but if you are getting in one v one fights you are probably better off with the LMG.

Coolies, thanks for the feedback. My impression of Lasher was that it was very good, but then I had spent most of that 1/2 hour fighting at close and medium range.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 03, 2012, 11:51:32 AM
Lasher is the new Thumper. :)

EDIT: Should be called the Splasher.


Title: Re: Planetside 2
Post by: WayAbvPar on December 03, 2012, 12:08:06 PM
You can carry two mines at a time (at least with the first cert..not sure if you can bandolier them or whatever). It takes 2 to kill most vehicles. I have had a couple of lucky kills where I left one in a road and a Flash hit it, but most of my mine kills are from sneaking in and placing them under stationary vehicles like deployed Sunderers  :grin:

As for flying with a joystick- the weird combo of hovering and fixed wing aircraft makes joysticks tougher to use, imo. System was designed for m&kb, so it doesn't work too badly. I might try my ancient Saitek if I get motivated enough and see if it makes a difference.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 03, 2012, 12:14:06 PM
Re: Aircraft. For me, it helps to fly everything like its a helicopter from any other game.


Title: Re: Planetside 2
Post by: Megrim on December 03, 2012, 12:35:26 PM
I've read that the best results come from flying with a gamepad, actually. No idea if this is true, but k&m does feel awkward.


Title: Re: Planetside 2
Post by: 01101010 on December 03, 2012, 01:29:49 PM
I have been dieing more and more to tank mines and also Inf mines. I assume people are starting to cert into them, and the proliferation of Videos showing how to use them seems to have risen.

Place one mine 30m from the vehicle pad where they launch out at. Then another at 50m - staggered. Ruin someone's day by starting that long as timer/resources. Even better if it is someplace with only one avenue out, then two mines 10m staggered apart down the road and hope you get a full sundy.  :grin:

And BW only dies while looking at the map - or playing as my decoy.


Title: Re: Planetside 2
Post by: Surlyboi on December 03, 2012, 01:57:25 PM
You can reload the grenades in the over/under launcher from engineer ammo packs, you just have to crouch on 'em for a while to get it to click.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 03, 2012, 02:08:33 PM
And BW only dies while looking at the map - or playing as my decoy.

TRUTH!






Not really.


Title: Re: Planetside 2
Post by: 01101010 on December 03, 2012, 02:18:11 PM
You can reload the grenades in the over/under launcher from engineer ammo packs, you just have to crouch on 'em for a while to get it to click.

ORLY?! I'll have to give that a try tonight. And that sounds awfully OP in the right situations. Though makes sense given they don't pull from your grenade supply.


Title: Re: Planetside 2
Post by: Goumindong on December 03, 2012, 02:37:01 PM
I am not sure how you all can fly aircraft with their weird "mouse horizontal axis is roll rather than yaw" thing going on.


Title: Re: Planetside 2
Post by: Surlyboi on December 03, 2012, 02:40:05 PM
You can reload the grenades in the over/under launcher from engineer ammo packs, you just have to crouch on 'em for a while to get it to click.

ORLY?! I'll have to give that a try tonight. And that sounds awfully OP in the right situations. Though makes sense given they don't pull from your grenade supply.

Totally. I pissed in a lot of peoples' cheerios last night, spamming grenade fire as an engineer. The only person I missed was a speed hacker, but it was ok, I talked about his mom incessantly for about half an hour.


Title: Re: Planetside 2
Post by: kaid on December 03, 2012, 02:44:14 PM
I wished mines were a little more useful, or that you could carry more than one. Can you? And have of you been able to make real good use of them? The best I could attain with it has been killing one enemy I was dueling with who exploded the moment he turned the corner, but never been able to kill plenty at once as I was hoping to do, no matter how close to their spawn I placed it. Grenades are so much better that I can't justify to myself spending 100 Infantry resources on a mine instead of 75 on a grenade.

I started using my claymores more often and I have to say they are pretty darn nice. In a contested base each one is pretty much a guaranteed kill if you put them in good locations near cap points or generators. Honestly the resource cost has not proven to be much of a big deal. I just stock up when I start the day and just blow all my points on grenades and mines and then I am all set for the rest of the day. I can still pull maxes out pretty frequently as needed doing this as well so the system works pretty well. The tank mines are great in that friendly tanks do not trigger them. So if you think a tech plant is going to get capped or a base is going to get capped drop a couple right in front of the vehicle station its pretty much guaranteed a kill on somebody.


Title: Re: Planetside 2
Post by: Viin on December 03, 2012, 02:55:00 PM
When the hell do you people play? I never see anyone online ..


Title: Re: Planetside 2
Post by: Sky on December 03, 2012, 03:40:40 PM
I was having some decent success (meaning not crashing, not that I was killing people) flying with a gamepad. The movement controls were decent, but there are just enough controls to make a 360 pad cumbersome. And the throttle up/down on the triggers doesn't seem to work well. Throttle down doesn't seem to stick, so I was always jumping ahead. Didn't notice that until I was comfortable enough with forward flight to practice hovering...and with my layout I can't hover.

So, rather than going back to the drawing board I scrapped flying for now.

I do have a USB flight stick my dad gave me when he moved, but I don't see how that would work without a throttle (it's also couch-unfriendly).


Title: Re: Planetside 2
Post by: Der Helm on December 04, 2012, 03:29:49 AM
The default heavy assault rocket is pretty solid vs ground vehicles. You can unlock two upgrades for it one is a ground to air lock on missile and ones a ground to ground lock on missile.

When you write unlock upgrades , you mean buy a completely different weapon, don't you ? Because there don't seem to be any unlocks for rocket launchers.


Title: Re: Planetside 2
Post by: kaid on December 04, 2012, 06:26:32 AM
I have been dieing more and more to tank mines and also Inf mines. I assume people are starting to cert into them, and the proliferation of Videos showing how to use them seems to have risen.

One thing to note the mines are pretty damn expensive cert wise. Probably just starting to see them more and more as people are finishing up their primary certs and starting to work on the more fun stuff like anti tank  mines, claymores.

I see a lot of griping on the forums about mines but really for how expensive supply wise they are they are about as strong as they should be right now.


Title: Re: Planetside 2
Post by: Falconeer on December 04, 2012, 06:44:02 AM
By Claymores you mean the Bouncing Betties? Or there's actual Claymore mines hidden somewhere in the cert maze?


Title: Re: Planetside 2
Post by: Der Helm on December 04, 2012, 06:50:35 AM
By Claymores you mean the Bouncing Betties? Or there's actual Claymore mines hidden somewhere in the cert maze?
NC gets Bouncing Betties, Vany get Claymores and Terrans get AP mines.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 04, 2012, 07:16:33 AM
Quote
Haruhi at artificialaiming.com was just banned. all 3 of his accounts. Goodbye you scumbag. Find a new hobby or get good at the game.
by John Smedley about 16 hours ago

 :awesome_for_real:

artificialaiming.com Now seems to be a Holding page.


Title: Re: Planetside 2
Post by: Kageru on December 04, 2012, 07:49:47 AM

I'm glad he's enjoying himself... though I'm not sure getting into a personal feud with someone trying to hack your game is really a great idea.


Title: Re: Planetside 2
Post by: Falconeer on December 04, 2012, 07:58:01 AM
It's kind of childish to publish anything about banning the maker of the hack. Cause as far as I can tell he's getting the last laugh. First, accounts are free so what's the use in banning someone anyway? Second, his hack works very well apparently, so it's only going to become more and more popular.

Make a public announcement after killing the hack, not after tickling the hacker.


Title: Re: Planetside 2
Post by: Miasma on December 04, 2012, 08:02:58 AM
I just bought the infantry mines, is one enough to kill someone?  Sometimes they go away but I don't get the "+xp" centre screen notification.  Pretty sure I'm going to stick with engineer, it helps that I also like the Gauss Compact S.  My enjoyment of the rifle is probably just because it coincided with a switch to firing in bursts instead of spraying.

It's kind of childish to publish anything about banning the maker of the hack. Cause as far as I can tell he's getting the last laugh. First, accounts are free so what's the use in banning someone anyway? Second, his hack works very well apparently, so it's only going to become more and more popular.

Make a public announcement after killing the hack, not after tickling the hacker.
He'd lose any station cash/certs.  It could be a good warning to people using it that they will be caught and banned.  It's something.  Not sure they'll ever be able to stop cheating due to the f2p nature of the game.


Title: Re: Planetside 2
Post by: Zetor on December 04, 2012, 08:15:04 AM
It's kind of childish to publish anything about banning the maker of the hack. Cause as far as I can tell he's getting the last laugh. First, accounts are free so what's the use in banning someone anyway? Second, his hack works very well apparently, so it's only going to become more and more popular.

Make a public announcement after killing the hack, not after tickling the hacker.
Yeah, this. So you banned the hacker based on his youtube videos, big whoop -- all you did was tell all the l33t kiddies about the hack, so you've just made the problem worse while patting yourself on the back. See also: WAR banhammer.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 04, 2012, 09:16:09 AM
Um, he never said how he was detected.


Title: Re: Planetside 2
Post by: kaid on December 04, 2012, 09:16:58 AM
By Claymores you mean the Bouncing Betties? Or there's actual Claymore mines hidden somewhere in the cert maze?
NC gets Bouncing Betties, Vany get Claymores and Terrans get AP mines.

Actually TR gets the claymores and vanu the AP mines. TR kinda has the raw end of the stick since the claymores are WAY more visable if you know what to look for than the other two but still I am having good luck with them. Its fun to mine a cap point and then 10 minutes later get 100 xp for some infiltrator trying to back hack it and gets blown up.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 04, 2012, 10:00:51 AM
Quote
Flak Armor suit mods are going to get a small buff to help infantry survivability vs rocketpod, HE rounds, grenade & zephyr spammers! - Higby


Title: Re: Planetside 2
Post by: Mrbloodworth on December 04, 2012, 10:42:14 AM
So, apparently, right after they banned that guy. Smed went into his live stream....


The dude, On air, created multiple accounts, none of them worked, not changing the IP, nothing. +1 to SOE?


Title: Re: Planetside 2
Post by: Falconeer on December 04, 2012, 10:45:34 AM
Smed, what a baby. More than anything, while I'll be more than happy if they could win this battle, I'm afraid good ole Smedley is just looking for trouble here.


Title: Re: Planetside 2
Post by: Der Helm on December 04, 2012, 11:36:08 AM
Hilarious.  :awesome_for_real:


Title: Re: Planetside 2
Post by: shiznitz on December 04, 2012, 12:28:31 PM
Smed, what a baby. More than anything, while I'll be more than happy if they could win this battle, I'm afraid good ole Smedley is just looking for trouble here.

He is making the correct business decision to publicize the banning and pursuit of guys who will hack the game.  Whether it is effective or not...


Title: Re: Planetside 2
Post by: Trippy on December 04, 2012, 01:02:05 PM
Sure publicizing it is fine but gloating about it is only going to get the game in trouble like with a DDoS attack or even worse hacks.


Title: Re: Planetside 2
Post by: Pennilenko on December 04, 2012, 02:04:32 PM
I'm glad they are openly declaring war on hackers. 


Title: Re: Planetside 2
Post by: Mrbloodworth on December 04, 2012, 02:20:26 PM
Me thinks they are Hardware locking.


Title: Re: Planetside 2
Post by: Surlyboi on December 04, 2012, 02:28:54 PM
Even better. Fuck those guys. I still think Smed's a goatfucker, but seriously, hackers in a f2p game are just sad.


Title: Re: Planetside 2
Post by: Falconeer on December 04, 2012, 03:22:34 PM
Don't get me wrong. I am superhappy that they are fighting hacking hard. As Trippy said, I just think that the gloating is gonna bite him (and us) in the ass. It's potentially going to be taken as a challenge by every hacker out there.


Title: Re: Planetside 2
Post by: Merusk on December 04, 2012, 04:16:42 PM
Me thinks they are Hardware locking.

Yeah that's what I was thinking.  The old Sony rootkit to report home trick doesn't work anymore, does it?


Title: Re: Planetside 2
Post by: Trippy on December 04, 2012, 04:23:01 PM
It's easy enough to grab the MAC address and pass that along during a connection attempt.

He would need to switch computers and IPs (and probably should do a fresh install) to be able to create a new account.


Title: Re: Planetside 2
Post by: Lantyssa on December 04, 2012, 06:20:14 PM
Wonder if a VM image could get around that and still be sufficient enough to run well.


Title: Re: Planetside 2
Post by: Surlyboi on December 04, 2012, 06:20:47 PM
You'd need some serious hardware to pull it off, but maybe.


Title: Re: Planetside 2
Post by: Malakili on December 04, 2012, 06:23:57 PM
I'm increasingly disgusted with the fact that there is effectively no strategy in this game and that the bigger zerg wins every battle.


Title: Re: Planetside 2
Post by: Trippy on December 04, 2012, 06:52:58 PM
I expect that to change once certain outfits get more organized.


Title: Re: Planetside 2
Post by: Kageru on December 04, 2012, 07:23:19 PM
I expect that to change once people realize there's no downside to fighting with numbers at your back. I don't know it will be so much faction hoppers as people on the losing faction seeing falling activity.

Especially for the aussie server where you are locked into one faction. Soon as they implement multiple faction characters on one server I think a lot of people will go and see what it is like on the other side.

Spent an hour fighting over freyr station on esamir. 2:1 outnumbered (and several hackers :/) and no chance of actually holding ground, just something to provoke a fight. But you come out of it wondering why you bothered... other than the certs, and the group with the numbers advantage does a lot more killing and less dying.

And the bases (other than tech)... urgh. Easy to capture (when you have numbers) external vehicle spawns, front gates being infantry permissive, base is stupidly large, hostiles can happily traverse using the jump pad highway, generators in poky little sheds far from the core, anti air on the porous outer wall where tanks can pop it. And the whole place is so obviously copy paste architecture. If they just want death matches then just make maps for that.


Title: Re: Planetside 2
Post by: Zetor on December 04, 2012, 10:00:53 PM
There are plenty of ways of getting around a MAC lock as well, and you don't even need to use VMs. Really, yelling "COME AT ME BRO" at hackers for a system that is basically indefensible (because you need to do a lot of shit client-side, including any supposed 'anti-hacker' measures) is probably not the best idea.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 05, 2012, 07:48:24 AM
Patch tomorrow!

Quote
John Smedley ‏@j_smedley

New weapons coming Thursday. Next week awesome new anti vehicle ( including anti air you rocket pod haters) weapon

Quote
John Smedley ‏@j_smedley

@SLBartley tomorrow Thursday we have new weapons. New sniper and carbines. Next week anti vehicle

I wonder what they are.


Title: Re: Planetside 2
Post by: WayAbvPar on December 05, 2012, 09:51:59 AM
And how much they will cost. More grind for the gristmill I guess. They need do pool unlocks across guns and/or characters. Having to unlock the same shit for every gun for every character makes me want to quit.


Title: Re: Planetside 2
Post by: Viin on December 05, 2012, 10:36:59 AM
Having to unlock the same shit for every gun for every character makes me want to quit.

Really? Lame! I didn't notice this, but my other character is in another faction. I'd like to see them do it across the board, ie: if you buy infantry weapon A, you get the equivalent of weapon A in all 3 factions.


Title: Re: Planetside 2
Post by: kaid on December 05, 2012, 10:55:04 AM
And how much they will cost. More grind for the gristmill I guess. They need do pool unlocks across guns and/or characters. Having to unlock the same shit for every gun for every character makes me want to quit.

Sounds like this is a pretty high priority for them and they say its a when not if type situation. I am just not sure why it wasn't like that from the start it seems very odd that your micro transaction stuff only counts for one character. At least the stuff that exists on all sides if unlocked for one character should unlock for all.


Title: Re: Planetside 2
Post by: Engels on December 05, 2012, 11:15:55 AM
The unlocks Way's talking about are not purchased through station cash, but through cert points only. Considering that nearly all weapon mods cost ~100 cert points, its positively everquesty in its grindage. If I want a weapon grip on one model of assault rifle, it doesn't transfer to any other weapon.

100 cert points is a LOT for a rubber stick handle strapped to the front of your gun that only marginally seems to stabilize the gun more.


Title: Re: Planetside 2
Post by: 01101010 on December 05, 2012, 11:20:28 AM
And how much they will cost. More grind for the gristmill I guess. They need do pool unlocks across guns and/or characters. Having to unlock the same shit for every gun for every character makes me want to quit.

Sounds like this is a pretty high priority for them and they say its a when not if type situation. I am just not sure why it wasn't like that from the start it seems very odd that your micro transaction stuff only counts for one character. At least the stuff that exists on all sides if unlocked for one character should unlock for all.

Yes it makes sense from our standpoint... but from a business standpoint, this is what works. Leveling a TR on one server for a few weeks and unlocking the stuff you want - then switch to another server as VS and have everything in the store available for your new character at NO COST? Can't see it considering the game is F2P. I could see, however, upping the cost to only Station Cash and making it 1000 you get the weapons pack for your account for a specific class in that you select say two guns that will be unlocked account-wide. They gotta make money on this somehow and keep people chasing the carrot, whether time invested or credit card submitted. Odd as this is, I am ok with SOE on this. Frustrating as shit for the player and does annoy me as well... but i understand.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 05, 2012, 11:37:58 AM
And how much they will cost. More grind for the gristmill I guess. They need do pool unlocks across guns and/or characters. Having to unlock the same shit for every gun for every character makes me want to quit.

Account wide unlocks are coming. I think what they are not saying is, they don't have enough content to justify that level of a system right now ( $$+ ). As they add more things to buy, it won't matter.

EDIT: Also, its only a grind if you are not having fun.




Quote
The first question I posed to Higby was whether the devs had considered allowing Station Cash purchases to be unlocked for an entire account, not just one character. I was pretty much expecting a no, but Higby surprised me with a yes; apparently, player feedback on this topic has already convinced the team to allow such unlocks. Folks itching to take advantage of this immediately will have to be patient, though, as there is no exact timeframe for the deployment of the change. "It's just a matter of how long it's going to take to get it right," Higby told me. "The good news is that it will be retroactive, so any items that you did buy will automatically go across your entire account once we put it in." He went on to say that there will not be an extra premium for unlocking things across your entire account; prices will remain what they are now.

There's one notable exception to the account-wide unlocks: If you buy something that is faction specific (like the Jackhammer weapon for the New Conglomerate), you won't be able to use it on other factions on the account.


Title: Re: Planetside 2
Post by: 01101010 on December 05, 2012, 12:00:07 PM
And how much they will cost. More grind for the gristmill I guess. They need do pool unlocks across guns and/or characters. Having to unlock the same shit for every gun for every character makes me want to quit.

Account wide unlocks are coming. I think what they are not saying is, they don't have enough content to justify that level of a system right now ( $$+ ). As they add more things to buy, it won't matter.

EDIT: Also, its only a grind if you are not having fun.




Quote
The first question I posed to Higby was whether the devs had considered allowing Station Cash purchases to be unlocked for an entire account, not just one character. I was pretty much expecting a no, but Higby surprised me with a yes; apparently, player feedback on this topic has already convinced the team to allow such unlocks. Folks itching to take advantage of this immediately will have to be patient, though, as there is no exact timeframe for the deployment of the change. "It's just a matter of how long it's going to take to get it right," Higby told me. "The good news is that it will be retroactive, so any items that you did buy will automatically go across your entire account once we put it in." He went on to say that there will not be an extra premium for unlocking things across your entire account; prices will remain what they are now.

There's one notable exception to the account-wide unlocks: If you buy something that is faction specific (like the Jackhammer weapon for the New Conglomerate), you won't be able to use it on other factions on the account.

That would also mean the cert point cost of weapon and vehicle and suit mods are going to remain the same since gaining the same unlocks account wide lessens the carrot dispenser.


Title: Re: Planetside 2
Post by: Xanthippe on December 05, 2012, 03:04:14 PM
I wish I knew what I was doing wrong.

I played a combat medic today. I was able to heal some people, but then a big guy appeared in front of me saying "I need a medic." I aimed my tool at him and hit the left button. Nothing happened. What did I do wrong?

I also don't know how to res people. I am apparently unable to shoot people before they shoot me.

I am a terrible medic.


Title: Re: Planetside 2
Post by: veredus on December 05, 2012, 03:11:24 PM
If it was a big guy, was probably a MAX. Armored power suit basically. Needs an engi to fix em up.


Title: Re: Planetside 2
Post by: Trippy on December 05, 2012, 03:17:00 PM
I also don't know how to res people.
It's the same as healing but the targeting is very finicky and the revive range is very short until you upgrade the medical applicator. It sometimes helps to crouch next to the body.



Title: Re: Planetside 2
Post by: Kageru on December 05, 2012, 03:35:35 PM

Medic has a very limited role in a game that's all about spawn points given infantry are so fragile and there's lots of vehicles farming them. Don't focus too much on the healing, mostly use the AoE ability if there's any suggestions of enemies around, and instead worry about the trying to stay alive and shoot back at things.

Also some "rez" targets are just broken, the body will lie their for ages distracting medics but can't actually be rezzed.


Title: Re: Planetside 2
Post by: Xanthippe on December 05, 2012, 03:46:27 PM
If it was a big guy, was probably a MAX. Armored power suit basically. Needs an engi to fix em up.

That's what it was.

Ok, so engineer I will be.

What is the AOE ability? The grenade I have?


Title: Re: Planetside 2
Post by: Miasma on December 05, 2012, 03:58:17 PM
When you were the medic you had an aoe heal, press f.  Engineer is a good choice if you like support, there are tonnes of medics and not enough engineers.  Drop ammo and repair MAXs, vehicles, terminals, turrets.  You can't rezz the MAXs though, only medics can.  Once rezzed they need to be repaired however.


Title: Re: Planetside 2
Post by: Xanthippe on December 05, 2012, 04:07:33 PM
Repair works like medic heal?

How do I drop ammo?

Thanks - trying to suss all this out is not easy.


Title: Re: Planetside 2
Post by: Cadaverine on December 05, 2012, 04:25:14 PM
By default, it's 4 for the ammo pack, then just click on the ground somewhere nearby-ish.


Title: Re: Planetside 2
Post by: Miasma on December 05, 2012, 04:59:22 PM
Same healy type device as medic yes, affectionately known as the glue gun, default is 3 (you can also mousewheel to your ammo pack/repair).  A more advanced trick is take mines instead of the ammo pack (you have to train into mines) and then use your alt ability on the turret.  So you switch to your turret, press b, then you can drop ammo that way too.

You also have a turret.  It can be useful but is situational.


Title: Re: Planetside 2
Post by: Kageru on December 05, 2012, 05:29:37 PM

Very situational, because it causes you to be stuck in place making you a very visible head-shot advertisement. And it has a tiny arc. So pretty much you need a indoor choke-point. Or just use it as a decoy / obstruction.

Even though base defences are sort of terrible I still tend to have fun trying to get them repaired and getting a couple of shots off. Making it harder for air or getting a tank kill from a repaired turret are somewhat productive and decent XP. (I'm NC on briggs, we spend a lot of time on the defensive it seems).


Title: Re: Planetside 2
Post by: Viin on December 05, 2012, 06:33:01 PM
Careful switching from ammo pack to repair gun. I will switch to repair gun after dropping ammo and just about start repairing a MAX when I get switched to my main gun - then I end up shooting him instead.  :ye_gods:


Title: Re: Planetside 2
Post by: Kageru on December 05, 2012, 07:47:24 PM
Upcoming adjustments to Air vs Ground balance (http://forums.station.sony.com/ps2/index.php?threads/upcoming-adjustments-to-air-vs-ground-balance.60507/page-5#post-753396).

- Rocket pod explosion radius reduced.
- Heavy Assault AA rocket is better but now needs a lock-on to fire.
- New common anti-vehicle rocker for HA's.
- Flak (I assume skyguard and base guns?) to get slightly more damage and projectile speed.

Ground based AA is meant to be a deterrent and a risk to poor or aggressive pilots. Also while it's not mentioned in that threat that I noticed people seem fairly sure there's a grenade nerf coming.



Title: Re: Planetside 2
Post by: Miasma on December 05, 2012, 08:14:35 PM
Someone was talking about a double xp weekend in /outfit today but I can't find any actual announcement so I don't know.

In other unsubstantiated rumours I guess sony has done a two or three times sony cash sale each December for the last three years so you might want to wait and see if they do it again if you were thinking about buying some funbux.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 05, 2012, 11:18:55 PM
I like the upcoming changes. The Decimator is coming back!


Title: Re: Planetside 2
Post by: Kageru on December 05, 2012, 11:37:20 PM

I like playing with base defences so I like the flak change in theory. At the moment hitting a air-craft at any distance requires ridiculous amounts of leading. Especially since Planetside aircraft fly sort of like bits of paper blowing in a strong wind. And you need a lot of shots to land to actually threaten it.

Though I suspect the decimator means heavies will just happily go an pop defence turrets in a rocket or two for the juicy XP they offer.


Title: Re: Planetside 2
Post by: Falconeer on December 06, 2012, 12:25:03 AM

I like playing with base defences so I like the flak change in theory. At the moment hitting a air-craft at any distance requires ridiculous amounts of leading. Especially since Planetside aircraft fly sort of like bits of paper blowing in a strong wind. And you need a lot of shots to land to actually threaten it.

That is absolutely true, until I take any aircraft. Then anyone shooting at me, be it a turret, a heavy assault, another vehicle or a random passer-by, seems to be armed with mininukes. I can't get my head around this, and 've seen and read so many tutorials. It feels like the world is cheating, and as soon as I take an aircraft a server-wide message prompts everyone to get their AA stuff and look at the sky for big red blinky arrows pointing at my flying arse.


Title: Re: Planetside 2
Post by: apocrypha on December 06, 2012, 12:52:51 AM
Something clicked for me yesterday and I actually started getting a decent number of rifle kills. I think I've finally started to overcome the initial "OMG someone's shooting at me" panic and am managing to crouch, bring up the sights and aim at the head fast enough to be effective more often.

I still die a lot, but I'm getting some kills now too!

And engineer AT mines are great fun. Blown up soooooo many Sunderers since I got them. You do need 2 mines to kill anything other than a Flash though, so I'm not sure it's worth the 200 certs to unlock the 3rd mine carried.

Oh, and Falconeer, a couple of friends of mine have started playing on Cobalt/TR so I'll be there most often, but I'll pop onto Woodman when they're not about and say hi :)


Title: Re: Planetside 2
Post by: Kageru on December 06, 2012, 01:21:21 AM
Engineer AT mines are hella fun, though there's been a lot of deaths optimistically chasing after a tank.

There's a half price special on the second MAX burster for the next 6-8 hours. Had some station cash left from my EQ2 bout and I hate aircraft enough to pay 350 for it.


Title: Re: Planetside 2
Post by: 01101010 on December 06, 2012, 04:12:49 AM
Upcoming adjustments to Air vs Ground balance (http://forums.station.sony.com/ps2/index.php?threads/upcoming-adjustments-to-air-vs-ground-balance.60507/page-5#post-753396).

- Rocket pod explosion radius reduced.
- Heavy Assault AA rocket is better but now needs a lock-on to fire.
- New common anti-vehicle rocker for HA's.
- Flak (I assume skyguard and base guns?) to get slightly more damage and projectile speed.

Ground based AA is meant to be a deterrent and a risk to poor or aggressive pilots. Also while it's not mentioned in that threat that I noticed people seem fairly sure there's a grenade nerf coming.

Cautiously optimistic on the flak change. Projectile speed increase is needed so will start with that. Not sure about the AA rocket change. You are 'deterring' aircraft around a base and a lightning comes up into the field, now you have nothing at all but the shoes on your feet. But I am curious.


Title: Re: Planetside 2
Post by: Miasma on December 06, 2012, 07:48:45 AM
So there is going to be double xp this weekend, it was so hard to find out about because fuck twitter.

https://twitter.com/planetside2


Title: Re: Planetside 2
Post by: Mrbloodworth on December 06, 2012, 08:07:02 AM
double xp this weekend


Title: Re: Planetside 2
Post by: kaid on December 06, 2012, 08:17:11 AM
One interesting thing is with the changes to the lock on anti air rockets is the change to prevent the G2A and G2G launchers from dumbfiring will likely mean less overall anti air around which will likely cause air to be yet more powerful than it currently is.

Before this change the G2A rockets were still reasonable vs vehicles and could kill an infantry as well if dumbfired. With this change it can only be used on air targets severely limiting its overall usefulness. The ground 2 ground launchers were never very common because they fly so low to the ground and take so long to lock they were not very useful vs tanks and most people just wound up dumbfiring them unless you had some ideal longer range shot to lock on with.

I forsee most people ditching the lock on rockets except in specific situations and running the default dumbfire or decimator as their primary load outs. Because at least the dumb fire can hit ground/infantry and even air if they are hover spamming.


Title: Re: Planetside 2
Post by: 01101010 on December 06, 2012, 08:32:55 AM
One interesting thing is with the changes to the lock on anti air rockets is the change to prevent the G2A and G2G launchers from dumbfiring will likely mean less overall anti air around which will likely cause air to be yet more powerful than it currently is.

Before this change the G2A rockets were still reasonable vs vehicles and could kill an infantry as well if dumbfired. With this change it can only be used on air targets severely limiting its overall usefulness. The ground 2 ground launchers were never very common because they fly so low to the ground and take so long to lock they were not very useful vs tanks and most people just wound up dumbfiring them unless you had some ideal longer range shot to lock on with.

I forsee most people ditching the lock on rockets except in specific situations and running the default dumbfire or decimator as their primary load outs. Because at least the dumb fire can hit ground/infantry and even air if they are hover spamming.

While there may be less G2A shoulder fired rockets, the changes to flak might up the number of skyguards on the field. I know I ditched it when I found out a clip from my skyguard was less than the damage I did with a single G2A rocket... not so much because flak was weak, but it never hit and took too long to get to the target. Speed increase is a good start and I want to see how much better it wil be before recommending a larger flak burst radius - which might not be needed at all.

Overall, the SC or cert point cost of a skyguard is not even close to the mileage you get outta the rocket pods on the ESF. Hopefully, this will close the gap.


Title: Re: Planetside 2
Post by: Jimbo on December 06, 2012, 08:49:13 AM
Ya SOE still sucks on the customer service department.  Been on hold, can't get into my account, but hey they charged a bunch of money to my credit card. 


Title: Re: Planetside 2
Post by: Shannow on December 06, 2012, 09:07:51 AM
Played for the first time last night. Not sure if I've ever been so confused while playing a game. I think I had fun. I played as an engineer (cause I saw some mention of how its fun on here) and it took me a few respawns to realise I actually had to man my gun placement...(I thought it was an auto sentry..)..:P

Any good websites that explain this game for noobs? (without having to watch videos or wall of text....I want short succinct paragraphs with pics please).


Title: Re: Planetside 2
Post by: Mrbloodworth on December 06, 2012, 09:16:02 AM
Ya SOE still sucks on the customer service department.  Been on hold, can't get into my account, but hey they charged a bunch of money to my credit card. 

Why can't you get into your account?


Title: Re: Planetside 2
Post by: HaemishM on December 06, 2012, 09:23:25 AM
So there is going to be double xp this weekend, it was so hard to find out about because fuck twitter.

https://twitter.com/planetside2

Welp, I'll be playing this weekend then.  :grin:


Title: Re: Planetside 2
Post by: Viin on December 06, 2012, 09:31:07 AM
Any good websites that explain this game for noobs? (without having to watch videos or wall of text....I want short succinct paragraphs with pics please).

Haven't really looked at it, but maybe something like this:
http://segmentnext.com/2012/09/05/planetside-2-beginners-guide-classes-vehicles-utilities-and-more/


Title: Re: Planetside 2
Post by: kaid on December 06, 2012, 09:46:01 AM
One interesting thing is with the changes to the lock on anti air rockets is the change to prevent the G2A and G2G launchers from dumbfiring will likely mean less overall anti air around which will likely cause air to be yet more powerful than it currently is.

Before this change the G2A rockets were still reasonable vs vehicles and could kill an infantry as well if dumbfired. With this change it can only be used on air targets severely limiting its overall usefulness. The ground 2 ground launchers were never very common because they fly so low to the ground and take so long to lock they were not very useful vs tanks and most people just wound up dumbfiring them unless you had some ideal longer range shot to lock on with.

I forsee most people ditching the lock on rockets except in specific situations and running the default dumbfire or decimator as their primary load outs. Because at least the dumb fire can hit ground/infantry and even air if they are hover spamming.

While there may be less G2A shoulder fired rockets, the changes to flak might up the number of skyguards on the field. I know I ditched it when I found out a clip from my skyguard was less than the damage I did with a single G2A rocket... not so much because flak was weak, but it never hit and took too long to get to the target. Speed increase is a good start and I want to see how much better it wil be before recommending a larger flak burst radius - which might not be needed at all.

Overall, the SC or cert point cost of a skyguard is not even close to the mileage you get outta the rocket pods on the ESF. Hopefully, this will close the gap.

Yup I have the skyguard and the a30 walker turret also unlocked so I am hoping the buffs to those were good. The walker was REALLY bad before should boost tanks ability to help at least fend off planes and give the liberator tail gunner something useful. I actually had a pretty good sky guard run the other day problem is while it was fun its REALLY unrewarding gamewise as you at very best are getting an assist here and there. We shall see if the flak changes help overall.

Kinda odd but the thing that really got slapped down was the ground to ground lock on launcher. That thing not having dumbfire option is painful. I can see making the anti air launcher strictly anti air but given the flight AI of the lock on ground rockets I doubt anybody is going to use that thing once this change goes live.


Title: Re: Planetside 2
Post by: Kageru on December 06, 2012, 10:37:54 AM
Haven't really looked at it, but maybe something like this:
http://segmentnext.com/2012/09/05/planetside-2-beginners-guide-classes-vehicles-utilities-and-more/

Though don't bother looking for the area shields on medic and engineer, because those didn't make it out of beta. The main thing to remember is that dying costs nothing (unless your K/D is connected to your e-peen) and in combat you are going to die a lot and it really doesn't matter. So mess around and go exploring. The game isn't really as complex as it looks.

If you see anyone looking a bit different, furtive and without a triangle above their head shoot them.


Title: Re: Planetside 2
Post by: Viin on December 06, 2012, 10:52:31 AM
You can also hit Q to spot them and it'll put a red triangle on them with their health bar. Helps to know sometimes if someone is almost dead or a full-health heavy vs an engineer (me).


Title: Re: Planetside 2
Post by: kaid on December 06, 2012, 11:00:34 AM
Yup and if somebody kills somebody you spotted with q you get a bit of exp for spotting.


Title: Re: Planetside 2
Post by: 01101010 on December 06, 2012, 11:06:12 AM
Haven't really looked at it, but maybe something like this:
http://segmentnext.com/2012/09/05/planetside-2-beginners-guide-classes-vehicles-utilities-and-more/

Though don't bother looking for the area shields on medic and engineer, because those didn't make it out of beta. The main thing to remember is that dying costs nothing (unless your K/D is connected to your e-peen) and in combat you are going to die a lot and it really doesn't matter. So mess around and go exploring. The game isn't really as complex as it looks.

If you see anyone looking a bit different, furtive and without a triangle above their head shoot them.


If someone is getting shot, they will "shimmer" first as their shields are getting shredded off. Then they'll drop shortly after. You might not see the shield, but you'll see it turn off.


Title: Re: Planetside 2
Post by: croaker69 on December 06, 2012, 12:16:05 PM
One interesting thing is with the changes to the lock on anti air rockets is the change to prevent the G2A and G2G launchers from dumbfiring will likely mean less overall anti air around which will likely cause air to be yet more powerful than it currently is.

Before this change the G2A rockets were still reasonable vs vehicles and could kill an infantry as well if dumbfired. With this change it can only be used on air targets severely limiting its overall usefulness. The ground 2 ground launchers were never very common because they fly so low to the ground and take so long to lock they were not very useful vs tanks and most people just wound up dumbfiring them unless you had some ideal longer range shot to lock on with.

I forsee most people ditching the lock on rockets except in specific situations and running the default dumbfire or decimator as their primary load outs. Because at least the dumb fire can hit ground/infantry and even air if they are hover spamming.

While there may be less G2A shoulder fired rockets, the changes to flak might up the number of skyguards on the field. I know I ditched it when I found out a clip from my skyguard was less than the damage I did with a single G2A rocket... not so much because flak was weak, but it never hit and took too long to get to the target. Speed increase is a good start and I want to see how much better it wil be before recommending a larger flak burst radius - which might not be needed at all.

Overall, the SC or cert point cost of a skyguard is not even close to the mileage you get outta the rocket pods on the ESF. Hopefully, this will close the gap.

Yup I have the skyguard and the a30 walker turret also unlocked so I am hoping the buffs to those were good. The walker was REALLY bad before should boost tanks ability to help at least fend off planes and give the liberator tail gunner something useful. I actually had a pretty good sky guard run the other day problem is while it was fun its REALLY unrewarding gamewise as you at very best are getting an assist here and there. We shall see if the flak changes help overall.

Kinda odd but the thing that really got slapped down was the ground to ground lock on launcher. That thing not having dumbfire option is painful. I can see making the anti air launcher strictly anti air but given the flight AI of the lock on ground rockets I doubt anybody is going to use that thing once this change goes live.

I've killed far more Air with my Vannie main gun than anything else and I've tried everything since I hate Air.  Once they start to hover to line up rockets they can be one-shot easily.  Liberators are more tricky but when they see you're are shooting at them they tend to run off.


Title: Re: Planetside 2
Post by: kaid on December 06, 2012, 12:24:48 PM
Hehe that used to be one of the Vanu tanks specialty is shooting air power with their main gun since it had little drop.  I have not had super good luck with my prowler main gun shooting down aircraft but if they fixed my turret upgrade should be pretty nice.


Title: Re: Planetside 2
Post by: Xanthippe on December 06, 2012, 04:04:35 PM
Played for the first time last night. Not sure if I've ever been so confused while playing a game. I think I had fun. I played as an engineer (cause I saw some mention of how its fun on here) and it took me a few respawns to realise I actually had to man my gun placement...(I thought it was an auto sentry..)..:P

Any good websites that explain this game for noobs? (without having to watch videos or wall of text....I want short succinct paragraphs with pics please).

See the bottom part of this page (after the videos):
http://wiki.planetside-universe.com/ps/Gameplay_Fundamentals (http://wiki.planetside-universe.com/ps/Gameplay_Fundamentals)


Title: Re: Planetside 2
Post by: rattran on December 06, 2012, 08:40:04 PM
Lots of people blinking around and shooting through walls today. I did like the guy who murdered about 15 of us with just his knife in about 45 seconds.


Title: Re: Planetside 2
Post by: Kageru on December 06, 2012, 10:04:34 PM

I saw a video of a knife-hack in the battlefield games where it had unlimited range and no line of sight requirements. I guess the knife is a good trigger for a hacked attack.

There's definitely cheating going on. I mostly notice the speed and lag hackers because death is so fast I often don't see what killed me anyway. Though I do get a lot of mysterious deaths from range where the character doesn't render, just a blank space, which makes me wonder. Though that's probably just another bug the game is infested with.

People were accusing a guy of hacking because every time he entered his vehicle it healed to full. But apparently that is just a rare bug in the game.


Title: Re: Planetside 2
Post by: Jimbo on December 07, 2012, 12:59:29 AM
Ya SOE still sucks on the customer service department.  Been on hold, can't get into my account, but hey they charged a bunch of money to my credit card. 

Why can't you get into your account?
Couldn't remember my password, then screwed up the secret question.  Then it took customer service a bit to unlock it.  I'll say that the lady doing my ticket was very nice and helpful, so I'll take back part of my rant at them.  Plus found out that you get your 500 station cash every month on the day you signed up for the premium membership.  So, yes they did charge my card, but the next time of station cash is going to be around the 20th of the month when I get it.  I wish they had that explained out on the membership details.  It is like they want every aspect of the game to be difficult to understand or to find information about.  I do feel sorry for any of them working customer service, as it would take the items and charge then not give the items sometimes (i.e. when I bought Alpha Squad pre-release, they charged my credit card 3X, they did fix it within a day), heck even the website said try later on purchases the other day.

Still a fun game.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 06:40:57 AM
Played for the first time last night. Not sure if I've ever been so confused while playing a game. I think I had fun. I played as an engineer (cause I saw some mention of how its fun on here) and it took me a few respawns to realise I actually had to man my gun placement...(I thought it was an auto sentry..)..:P

Any good websites that explain this game for noobs? (without having to watch videos or wall of text....I want short succinct paragraphs with pics please).

See the bottom part of this page (after the videos):
http://wiki.planetside-universe.com/ps/Gameplay_Fundamentals (http://wiki.planetside-universe.com/ps/Gameplay_Fundamentals)

Some of the wording on that image is out of date, however its mostly accurate.


Title: Re: Planetside 2
Post by: Threash on December 07, 2012, 08:29:23 AM
When does double exp start?


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 08:32:44 AM
Tonight, at midnight PT.

Quote
   

    Hello everyone,

    As you may have heard this weekend we are running a double xp weekend to say thanks for your patience during our launch. Our stability is in good shape now. Client crashes are down 95%. We have a patch coming next week to address a bunch more bugs and make some balance changes Matt Higby mentioned in another post. In addition we will be making big improvements in the infantry render distance issue. We get that it isn't good sometimes so this will be a big improvement. We also have a new anti vehicle weapon coming.

    We continue to work on bugs and optimizations. We have something we hope will be a big improvement coming in January. It's significant and needs real QA time before we can put it out. That's only one optimization. The team continues to improve this and won't stop.

    In early January we will be putting up our plan for the next 6 months and open that plan up to your comments and change requests. It's not written in stone and you're going to have the opportunity to weigh in and have us change it based on your collective feedback. We are hard at work on a lot of cool stuff like orbital strikes... Vehicle transport.. And other fun things.

    One other important issue I wanted to address - cheating. We are all aware of the cheaters who us aimbots and other tools. We are tracking and banning these people. I don't want to pretend there is a magic answer to this. We have a great deal of tools at our disposal and people who fight this every day. I assure you this is a top priority and with each patch you'll see us address more of the things we see and a lot of stuff that you may not. Please continue to report using the /report function. You may not see the drone strike but when the idiot disappears quietly and without fanfare just know our anti hacking team has no mercy and enjoys the job. Please help us fight the good fight and understand that this is a war and its one we won't stop fighting.

    Thanks for playing

    Smed



Title: Re: Planetside 2
Post by: apocrypha on December 07, 2012, 08:47:34 AM
How does the /report function work? Because if you have to type in the name... well that ain't gonna work a lot of the time. Not that I've seen any obvious hackers yet!

Still feels like certs come in way too slowly. I get maybe 20-30 an hour in a platoon, so something like 50 hours to unlock guns?  :oh_i_see:


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 08:48:59 AM
How does the /report function work? Because if you have to type in the name... well that ain't gonna work a lot of the time. Not that I've seen any obvious hackers yet!

/report name

I hope they add right click report function.

Still feels like certs come in way too slowly. I get maybe 20-30 an hour in a platoon, so something like 50 hours to unlock guns?  :oh_i_see:

Do you use boosts?


Title: Re: Planetside 2
Post by: apocrypha on December 07, 2012, 08:58:30 AM
Quote from: Mrbloodworth link=topic=18301.msg1139385#msg1139385 /report name

I hope they add right click report function.


Do you use boosts?
[/quote

Agreed, needs a way to overcome impossible-to-type names.

And no, not used any boosts. I only see XP or resource boosts in the store though, not cert boosts. Do the XP ones bump certs too?


Title: Re: Planetside 2
Post by: kaid on December 07, 2012, 09:02:23 AM
You gain a cert every so many XP so xp increase boosters also boost your cert gain.


Title: Re: Planetside 2
Post by: apocrypha on December 07, 2012, 09:04:28 AM
Nice one, I'll give those a whirl then!


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 09:06:59 AM
Xp = Certs. 250 XP = one cert.

Not trying to tell anyone to spend money. But if you enjoy the game, and like to play, and your cert gain is to slow. A boost, or alternatively, a membership is the way to go. Or both, they stack.


Title: Re: Planetside 2
Post by: 01101010 on December 07, 2012, 09:22:40 AM
Xp = Certs. 250 XP = one cert.

Not trying to tell anyone to spend money. But if you enjoy the game, and like to play, and your cert gain is to slow. A boost, or alternatively, a membership is the way to go. Or both, they stack.

And stack with xp weekend.  :drill:

 My own personal anecdote. I decided to sub for 3 months since the game is fun... though I still hold my grinding opinions of it from before. However, at ~$36 for three months, it still is cheaper than every other game out there. Doubt I will continue to sub, but cancelling right now I have heard results in keeping the perks but losing the 500SC you get a month - even if you paid for three months.

Cert points are slow as hell without any boosts but pretty bearable as a member... or with boosts - and both should be pretty quick. That said, when shit costs 700-1k certs, it will be awhile before you get to select it if you are going for rocket pods or the skyguard or etc... I dropped $20 on black friday for the double SC and got 4k, so grabbing weapons was not really an issue, but certing them is a grind if you concentrate on it. That said, certs really are only a marginal increases and I still die to BR1 players. I am glad for that.


Title: Re: Planetside 2
Post by: kaid on December 07, 2012, 09:33:55 AM
The alpha squad purchase was a good one for me. Got a lot of decent unlocks and the 6 month 10% xp gain booster is pretty darn nice. I am half tempted to sub but I think my 15 bucks a month would likely be better spent just buy and unlocking stuff and picking up boosters once mine wears off.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 10:30:19 AM
I dunno, the sub is rather tasty.



Title: Re: Planetside 2
Post by: Miasma on December 07, 2012, 10:37:09 AM
I really wouldn't spend certs on weapons, they cost way too much.  The thousand certs probably took you a week's casual play to get so compare all that time to simply spending $2.50-$7.00.  Your week's worth of time is worth a few bucks.  Also, if you're like me, you don't really know which class you're going to settle into yet so don't spend too much money/certs until you know what you want to play.  I have a lot of certs/unlocks for my medic which I don't play anymore.


Title: Re: Planetside 2
Post by: Miasma on December 07, 2012, 10:47:28 AM
Tonight, at midnight PT.
My understanding is that the double xp is live now.  Base caps might not be giving it right now though.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 10:58:20 AM
o'realy?


Title: Re: Planetside 2
Post by: croaker69 on December 07, 2012, 11:03:22 AM
Guess I'm leaving the office early.  :drill:


Title: Re: Planetside 2
Post by: 01101010 on December 07, 2012, 11:15:44 AM
I really wouldn't spend certs on weapons, they cost way too much.  The thousand certs probably took you a week's casual play to get so compare all that time to simply spending $2.50-$7.00.  Your week's worth of time is worth a few bucks.  Also, if you're like me, you don't really know which class you're going to settle into yet so don't spend too much money/certs until you know what you want to play.  I have a lot of certs/unlocks for my medic which I don't play anymore.

This is how SOE gets you.  :awesome_for_real:

That said, it is true... certs for hardware is insanely high (for a reason) and you're better off dropping $10 on 1k SC for picking up a weapon then using the certs to upgrade it. From a time savings perspective. Saving money and trying to go completely F2P will cost you time.


Title: Re: Planetside 2
Post by: Miasma on December 07, 2012, 11:18:54 AM
There is a persistent, completely unfounded rumour that they may do a double sony cash sale sometime next week, so maybe wait on that too though.

idunno


Title: Re: Planetside 2
Post by: Falconeer on December 07, 2012, 11:24:11 AM
They did a really cool triple SOE cash about a month ago. That was too tempting and I put down 10$ for 30$ worth of Smedcash. I really think that's a good way for them to make money and for us to feel a bit (just a bit) less insulted by the steep prices of weaponry. Hope they'll do the double thing soon.


Title: Re: Planetside 2
Post by: Malakili on December 07, 2012, 11:34:34 AM
I'm currently going to the premium member route.  15 bucks a month for exp + cert gain bonuses, plus 500 station cash a month.  I prefer it as a payment method to the free to play a la cart method.  I play daily, but not for a long time every day.  The bonus exp and certs obviously get you more bang for your buck the more you play, so as a mostly casual player I don't know that it is absolutely my most cost effective choice, but given that I get stressed out with cash shops, I still prefer it.


Title: Re: Planetside 2
Post by: Slayerik on December 07, 2012, 12:20:56 PM
http://www.walmart.com/ip/Sony-Universal-15-Game-Card/19530504

Guess ya get 2000 for the price of 1500! :)


Title: Re: Planetside 2
Post by: Mrbloodworth on December 07, 2012, 12:30:22 PM
There is another Planetside branded card, only at game stop, that gives you that, and a gun unlock.


Title: Re: Planetside 2
Post by: Kageru on December 07, 2012, 08:23:38 PM

I'm not using boosts because there's not really that much stuff I want and I expect a wave off nerfing and re-balancing to invalidate many choices made now. Station cash to get a decent gun (since it's mostly about shooting at people), get a sight when you have 30 points (and spend more till you get the right one) and after that I can just ignore them.

If the game is fun they'll slowly build up, if the game isn't fun I don't see any certs that will make it fun, and I'll only buy new guns on triple station cash / discount.

Of course I am poor at the moment, which colors it, but I also don't think PS2 has longevity in its current form. So I want to see some more meaningful changes to the strategic level.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 08, 2012, 05:34:43 PM
OMG all the certs.!  :drill:


Title: Re: Planetside 2
Post by: apocrypha on December 09, 2012, 12:46:00 AM
Yeah I'm waiting for discounts before buying some SmedCreds and just getting things like scopes, nano-armour, AMS cert, etc at the moment.

Awesome raging battles on Cobalt last night. I've joined a random outfit after being in one of their open squads and they've turned out to be really active and a lot of fun. We had 2 full squads running about last night and the server was *heaving*, some of the battles turned into 3-way ground/air/armour pitched fights over key territories and the fun & XP just rolled in. Only thing marring it was the lag and poor client performance when the battles got extra-hairy.


Title: Re: Planetside 2
Post by: Surlyboi on December 09, 2012, 08:58:27 PM
Heh, Pod dropped on a biodome roof in the middle of a TR siege on it. Popped 23 or so in the head before any of them thought to look up. By then I was out of ammo anyway.


Title: Re: Planetside 2
Post by: Falconeer on December 09, 2012, 11:34:56 PM
I killed two snipers on the top of an Amp Station by landing ON them with my Instant-Action pod, only to be killed by a Terran in the same fashion 15 seconds later. Good times.


Title: Re: Planetside 2
Post by: Surlyboi on December 10, 2012, 12:36:17 AM
For those that I was squadded with last night. We ended up holding the hill 'til the Barneys gave up and pissed off somewhere else. We then went back down the hill and took the tech plant.


Title: Re: Planetside 2
Post by: Kageru on December 10, 2012, 04:55:19 AM

Held the crown for an hour or two against a massive combined assault. Lots of burster max on the landing pads shooting at the hordes of air, endless tanks shooting at the tower, pods dropping on the roof endlessly (so annoying), a mass flyover from friendly galaxies (which then suicided into the tower for some reason) and really bad lag.

And then after that, once it had settled into a groove, I wondered why the hell I was doing this. It wasn't particularly fun it was just watching the cert counter tick over. And I have 500 certs saved up now because I know there's going to be some agressive nerfing going down.


Title: Re: Planetside 2
Post by: Malakili on December 10, 2012, 07:25:41 AM

Held the crown for an hour or two against a massive combined assault. Lots of burster max on the landing pads shooting at the hordes of air, endless tanks shooting at the tower, pods dropping on the roof endlessly (so annoying), a mass flyover from friendly galaxies (which then suicided into the tower for some reason) and really bad lag.

And then after that, once it had settled into a groove, I wondered why the hell I was doing this. It wasn't particularly fun it was just watching the cert counter tick over. And I have 500 certs saved up now because I know there's going to be some agressive nerfing going down.

This is very similar to some of my experiences so far as well.  Had some epic/awesome fights at Tawrich Tech Plant over the weekend, but in the end I kept asking myself "so what?"  The game is more or less fun to play, but I'm quickly growing tired of the endless, pointless battle. 

The other night I was playing as a gunner in a Lib with a guy I know, we were on vent.  Anyway, there was a big battle going on and I said, we should go over there and help out, we're going to have a hard time holding that base and they'll need all the firepower they can get (or some variation of that).  And his response was to say we should find some other place to go where it would be easier to farm xp/certs.  I died a little inside.



Title: Re: Planetside 2
Post by: Surlyboi on December 10, 2012, 07:39:12 AM
I haven't gotten to that point yet. We held that hill last night just because I didn't want to give it up. The douchebags in lobs and lightnings on all sides just made me more determined to keep them out.


Title: Re: Planetside 2
Post by: Falconeer on December 10, 2012, 07:43:06 AM
I am starting to see lots of people leaving a base defense as soon as things start going bad, in order to protect their padded K/d stats and eventually get more certs elsewhere. As a result, defenses are quickly becoming harder and mostly pointless since there's no incentive at all (for those players) to try and keep a base, and the trend is probably only going to get worse because, it's a domino effect. I'm afraid the system, the way it is build, pushes the worst kind of gamer to play for certs instead of, you know, fun. This could become a major issue pretty soon. I can still find good fights from time to time, but in the last few nights it has become harder and harder, it's either a super easy quick win, or a terrifyng and frustrating loss with dozens of deaths without a single chance to fight back.

That said, about the scope, or the goal, I can't stress enough that this game needs more meta stuff, more persistent content. But it is still greatly enjoyable per se, like Team Fortress, like Counter Strike, like Battlefield. People who play those games don't do it for the XP or for winning the war. They do it because it's fun, and they do it as long as it keeps being fun. So while it could have more, and it feels like a waste that it doesn't yet, it's one of those games where the nature of the engagements and the dynamism of the combat generate, in my opinion, more content than many devs could ever come up with. Something not true, oddly enough, in Guild Wars 2.



Title: Re: Planetside 2
Post by: croaker69 on December 10, 2012, 08:13:56 AM
There comes a point where if you are pinned in the spawn it's more productive from a tactical perspective to respawn outside the circle of death and attack from behind.  Especially if you can't pull heavy armor from the base you are defending.


Title: Re: Planetside 2
Post by: Kageru on December 10, 2012, 08:20:13 AM
Most bases are also designed to be indefensible unless you have a solid number of people (possibly excluding tech plants). And getting spawn camped by vehicles gets old quick. I'll play generator whack a mole with attackers for a bit, though it feels silly one engineer trying to defend a huge amp station or watch-tower, but if it's an organized group with numbers there's no point and I spawn elsewhere.

From what I can see the server (Briggs) is mostly focused on fights at or around the crown, they're always rocking, the rest of the maps are either locked down (much of the time) or small populations swapping bases.

If the maps had some sort of progression to the bases, like GW2 does, where a fortress controls a region, supply line or choke point there would be a strategic region to defend bases. But there isn't, most of the players are either in vehicles that can strike anywhere or will spawn into the battle. The "front line" system only really means that breaking out of your warp-gate can be challenging (because the front is so small) but once the map is broken its all blitzkrieg. And was designed to be that way.

It's a shame, planetside 1 evolved to build on it's strengths would have been interesting. This is an attempt to widen the franchise by appealing to the console shooter market.


Title: Re: Planetside 2
Post by: 01101010 on December 10, 2012, 08:28:42 AM
I am starting to see lots of people leaving a base defense as soon as things start going bad, in order to protect their padded K/d stats and eventually get more certs elsewhere. As a result, defenses are quickly becoming harder and mostly pointless since there's no incentive at all (for those players) to try and keep a base, and the trend is probably only going to get worse because, it's a domino effect. I'm afraid the system, the way it is build, pushes the worst kind of gamer to play for certs instead of, you know, fun. This could become a major issue pretty soon. I can still find good fights from time to time, but in the last few nights it has become harder and harder, it's either a super easy quick win, or a terrifyng and frustrating loss with dozens of deaths without a single chance to fight back.

That said, about the scope, or the goal, I can't stress enough that this game needs more meta stuff, more persistent content. But it is still greatly enjoyable per se, like Team Fortress, like Counter Strike, like Battlefield. People who play those games don't do it for the XP or for winning the war. They do it because it's fun, and they do it as long as it keeps being fun. So while it could have more, and it feels like a waste that it doesn't yet, it's one of those games where the nature of the engagements and the dynamism of the combat generate, in my opinion, more content than many devs could ever come up with. Something not true, oddly enough, in Guild Wars 2.

K/D became irrelevant as soon as hackers got going - likewise, vehicle pad deaths, friendly vehicular manslaughter, spawning at the wrong time at an AMS, dying for no apparent reason, terrain kills your vehicle, etc. So that ratio is meaningless. Add in the fact that infantry are going to kill less and die more than a rocketpod pilot or tank pilot... and it becomes moreso. Sadly, the kiddies worry a ton about it without realizing it is not even close to accurate or even valuable. Some of these rocketpod pilots have 80:1 k/d in their planes, but when they gotta get out of their machine and tote a rifle?  Just saying - when things become about the numbers, then the fun leaves.

Chasing the certs is the motivator considering how expensive shit is to upgrade and how long a slog it is to get 200 or 500 or 1k certs for just 1 upgrade to 1 slot. I can't even fathom saving 1k certs just to blow it on a single upgrade and two clicks of the mouse - not now at any rate. That is the nature of the beast here. The trick is most of those upgrades are at the most slight over the stock stuff that really the differences wash in a team built game. Solo? yeah, it might matter, but if I slot the max nanoweave armor and I kill you toe to toe even though we landed the same amount of dmg, you're going to be upset but your friend behind you is going to kill me with a slap and a smile - and if he is a medic, you still have two and I am in the spawn queue.

As for the defense stuff. The bonus is in the kill xp while defending a base. Of course, kiddies don't realize this fact or are even aware you get bonus xp for defending added to each kill. I do see an issue of nothing being granted for saving a flip. That needs some incentive - say 1/2 the xp that you would get for taking a base. There needs to be a prize for people to save a flipping facility. You do get bonus xp for kills while defending, but since people want easy xp and like you said, not die a lot... well it is easier to chase the zerg from base to base rather than hold that tech plant so you can pull tanks at some point down the road.

 
There comes a point where if you are pinned in the spawn it's more productive from a tactical perspective to respawn outside the circle of death and attack from behind.  Especially if you can't pull heavy armor from the base you are defending.

If you have a spawn, then yeah. Plenty productive. However, sitting in the spawn room shooting morons in the face that keep running at the door or that are in LoS of the doors not only gives you the kill xp and added defense xp bonus, but it is more lucrative than actually taking the base. 10 kills is more than the base flip xp and you can redeploy right before the base flips to deny any revenge. That is the issue with xp whoring and cert chasing - maximum benefit > objective.

All that said, C4 =  :heart: Nothing better than running up behind an enemy tank, slapping it on the rear panel, flying off and pressing the button. AMP stations are maddeningly delightful with lots of shit to hide behind and in. Magriders are the easiest since the pilot turret is fixed and the whole tank must move. But I have to say, the whole pilot is the gunner is making the C4 runs much easier since none of these people play or even check 3rd person cams. Sunderers are a bit rougher since it takes 2 C4 to bring it down and I have no desire to spend another 500 certs to get 1 more brick. I die so often and so past, usually from my own explodiness, it is more useful to drop points into flak armor. Problem with C4 is that is becomes an addiction. I survey the battlefield and note the armor much more often. Rather than grab a tank or a rocketlauncher, I start thinking how the hell to get behind the line and take one of them out and then get back unscathed.


Title: Re: Planetside 2
Post by: Kageru on December 10, 2012, 08:39:23 AM

The result of the bonus XP on defense is you want to have massive fights to capitalize on it. In other words go where the zerg is and try to either take or hold something hot like the crown. Thus reducing the strategic level to an irrelevant detail (and most of our defence was with the crown entirely encircled so it had zero strategic value).

If you are in a base you know is going to fall, a serious and organized attacker and very few defenders, you won't get enough kills for the bonus to mean much. And the "battle" flag doesn't appear fast enough to rally defenders to it.


Title: Re: Planetside 2
Post by: WayAbvPar on December 10, 2012, 08:48:30 AM
For those that I was squadded with last night. We ended up holding the hill 'til the Barneys gave up and pissed off somewhere else. We then went back down the hill and took the tech plant.

Good to know our stubbornness wasn't in vain!


Title: Re: Planetside 2
Post by: croaker69 on December 10, 2012, 09:01:58 AM

The result of the bonus XP on defense is you want to have massive fights to capitalize on it. In other words go where the zerg is and try to either take or hold something hot like the crown. Thus reducing the strategic level to an irrelevant detail (and most of our defence was with the crown entirely encircled so it had zero strategic value).

If you are in a base you know is going to fall, a serious and organized attacker and very few defenders, you won't get enough kills for the bonus to mean much. And the "battle" flag doesn't appear fast enough to rally defenders to it.

Denying the enemy the most defensible position on Indar has value.  It can also allow smaller organized units the opportunity to take bases at the edge of the map away from the furball in the middle.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 09:03:05 AM
The crown is not for users who play on the strategic level. Its for the Weekender Session based shooter players.

But it can be a great place to go for some XP.


Title: Re: Planetside 2
Post by: Shannow on December 10, 2012, 09:09:25 AM
I'm deliberately remaining ignorant of most game mechanics. I have a feeling that if I do start to figure things out I will spend waaaaay to much money on this.

I'm ProphetShannow on Waterson with NC.


Title: Re: Planetside 2
Post by: croaker69 on December 10, 2012, 09:24:35 AM
The crown is not for users who play on the strategic level. Its for the Weekender Session based shooter players.

But it can be a great place to go for some XP.

I don't really do Indar anymore as I burned out on it in beta and can't stand the pitch black shadows (evidently my eyes never adjust to current light conditions) but my experience is if your side doesn't already have the Crown that's all anyone will focus on.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 09:42:18 AM
Because they are stupid, if they care about capping the cont.

Some of the comments around "there is no strategy" just make me have to ask. Are you working with others that are strategy minded? You can go all day with out contributing to the "war" effort if that's what you want to do. You can use strategy to contribute to the war effort if that's what you want to do.

But don't run around solo or in a group of 3-4 and think you can do anything on that level, then complain there is no strategic element. There is, your just not in it.


Title: Re: Planetside 2
Post by: Malakili on December 10, 2012, 09:44:22 AM
The crown is not for users who play on the strategic level. Its for the Weekender Session based shooter players.

But it can be a great place to go for some XP.

What *is* for players who play on the strategic level?  Seriously, because I haven't yet found something useful for a small group of organized players to do other than organize as part of the zerg.  Sure, you can take smaller undefended stuff, but eventually you are just going to run into the zerg and be shut down.  It is a little bit more possible to set up a strong defense as a small group, but eventually you will be overwhelmed.


Title: Re: Planetside 2
Post by: Viin on December 10, 2012, 09:45:04 AM
I'm hoping the cert chasers burn out and leave in the next 30 days. Then we might have some more interesting strategies employed!

It would help if they added incentive to be more strategic in general, but can you really have strategy with 2000 players all wanting to get as many kills as possible with 3 guys yelling 'no no go over here! Yes I know its less points but its *important*!'.


Title: Re: Planetside 2
Post by: 01101010 on December 10, 2012, 09:53:19 AM
The Crown is one of those places where you keep practicing Gal drops in a hot zone. Otherwise, it is pretty pointless to even go outta your way to take back.

I'm hoping the cert chasers burn out and leave in the next 30 days. Then we might have some more interesting strategies employed!

It would help if they added incentive to be more strategic in general, but can you really have strategy with 2000 players all wanting to get as many kills as possible with 3 guys yelling 'no no go over here! Yes I know its less points but its *important*!'.

This is a catch 22 though. What makes Planetside is huge battles (at least in Higby's PS) and if you start having the battle dry up into skirmishes, the theme is lost. PS lost its luster when pops dropped (whether it was from this issue, the lolCaves, BFRside, whatever...) and only got a jump when Fodderside was put in.


Title: Re: Planetside 2
Post by: Malakili on December 10, 2012, 09:58:15 AM
I'm hoping the cert chasers burn out and leave in the next 30 days. Then we might have some more interesting strategies employed!

It would help if they added incentive to be more strategic in general, but can you really have strategy with 2000 players all wanting to get as many kills as possible with 3 guys yelling 'no no go over here! Yes I know its less points but its *important*!'.

Well, off hand, World War 2 Online handles it (now) by having a player run high command which dictates which cities/towns can be captured by issuing attack orders on them.  Hell, you could even do it democratically (just have a vote every X minutes about what is up for attack).  But if everything is up for grabs all the time, and there is a heavy emphasis on personal progression (rather than map progression or faction progression), you're just going to get everyone farming the most efficient thing for exp/progression as possible.  See also: Every PvP MMORPG recently.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 09:59:12 AM
The crown is not for users who play on the strategic level. Its for the Weekender Session based shooter players.

But it can be a great place to go for some XP.

What *is* for players who play on the strategic level?  Seriously, because I haven't yet found something useful for a small group of organized players to do other than organize as part of the zerg.  Sure, you can take smaller undefended stuff, but eventually you are just going to run into the zerg and be shut down.  It is a little bit more possible to set up a strong defense as a small group, but eventually you will be overwhelmed.

Typically when I run a squad, We re-secure, or attempt to hold territory the "zerg" ( On matherson, there is a zerg, there are also outfit rolling armor columns and working with others ) as you say has already taken. Right now our outfit at prime time has a full squad if not the foundations of a platoon. Some nights it less. So, working with the knowledge that right now we are a squad deep, i pick targets that I believe we can be effective at. Anything that's yellow level or lower of "Enemies detected" ( As that has a high chance of being just another squad )we will hot drop on and recap. I look for the ones in process of being taken, or just after being taken. I LOOK for appropriate to our numbers fights. I have been attempting to drill, though persuasion, hot drops and re-secures, as well as quick redeployment armor columns. Complete with working out support vehicles and AA support in the groups.

I'm not even going to lie, We fail, a lot. People miss buildings, I forget to toss out a squad spawn beacon or we didn't bring that infiltrator I thought we had to hack out an AMS to secure a foothold. But many times, we are successful, we re-cap and hold that outpost. We made sure the front stayed red, if only for a little while. That's resources for all, that's XP for my squad/outfit, that's good times. That's contributing, that's winning, that's playing on the strategy level for a small outfit.

It's been three weeks, people are green, including myself and my outfit. We will continue to perfect our game, and grow the outfit and in turn perfect our game.


If you think "strategy" is flipping a contested biolab with just a single squad VS. a platoon, you need to realign your expectations with the manpower you possess, or follow the zerg or sit at the crown.


Malakili , Squad leaders, if they cert into it, can already set faction wide attack and defend icons on the map. While its true the system mhigby said was coming ( The twitter like commander selection system ) and the mission system are non-existent, that's does not mean, if you are concerned about the empire taking conts, there is no strategy. You are right in the many people are playing this to win, for themselves. That will likely never change, and for those people, they build sites like the crown.


Title: Re: Planetside 2
Post by: Trippy on December 10, 2012, 10:02:11 AM
I'm hoping the cert chasers burn out and leave in the next 30 days. Then we might have some more interesting strategies employed!
Not going to happen. PS1 had the same problem. Most people want to fight where the action is.


Title: Re: Planetside 2
Post by: 01101010 on December 10, 2012, 10:04:14 AM
I'm not even going to lie, We fail, a lot. People miss buildings, I forget to toss out a squad spawn beacon or we didn't bring that infiltrator I thought we had to hack out an AMS to secure a foothold. But many times, we are successful, we re-cap and hold that outpost. We made sure the front stayed red, if only for a little while. That's resources for all, that's XP for my squad/outfit, that's good times. That's contributing, that's winning, that's playing on the strategy level for a small outfit.

It's been three weeks, people are green, including myself and my outfit. We will continue to perfect our game, and grow the outfit and in turn perfect our game.


If you think "strategy" is flipping a contested biolab with just a single squad VS. a platoon, you need to realign your expectations with the manpower you possess, or follow the zerg or sit at the crown.

We really do. But those times we don't is what keeps it going.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 10:17:48 AM
BTW, if any of that is appealing to you, feel free to sign up: http://bastardbattalion.enjin.com/home


 :awesome_for_real:


Title: Re: Planetside 2
Post by: Nija on December 10, 2012, 10:27:31 AM
So far I think my favorite thing to do is:

Hole up at the B point / Generator at a biodome. Take the hard spawn that is usually to the south or southwest of the biolab. That's the teleporter that puts you next to the gen. Hold that hard spawn for a bit until they are fighting for it, then give it up completely. Move back into the room and hold B/Gen for about 20-30 minutes until it's a steady stream of people coming out of the teleporter. Then go take the hard spawn from them again.

Repeat as necessary. I was pulling in 75k/hr last night doing that as a repairing/resupplying engineer. I had barely any kills. We had between 3 and 4 MAXes rotating on the doors keeping the red tide out.

Lots of fun and we're getting it down to a science now. That and tech plant defenses. In fact, my stats (http://www.planetside-universe.com/character.php?stats=Nija (http://www.planetside-universe.com/character.php?stats=Nija)) are greatly skewed towards defense despite most people bitching about how "nobody defends!" in this game. I've had people in command chat actually say that isn't how the game is meant to be played.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 10:34:23 AM
Good god, you have put some time in. Good show. Too bad you are a honor less NC rebel!


Title: Re: Planetside 2
Post by: Malakili on December 10, 2012, 10:46:25 AM


If you think "strategy" is flipping a contested biolab with just a single squad VS. a platoon, you need to realign your expectations with the manpower you possess, or follow the zerg or sit at the crown.


Malakili , Squad leaders, if they cert into it, can already set faction wide attack and defend icons on the map. While its true the system mhigby said was coming ( The twitter like commander selection system ) and the mission system are non-existent, that's does not mean, if you are concerned about the empire taking conts, there is no strategy. You are right in the many people are playing this to win, for themselves. That will likely never change, and for those people, they build sites like the crown.

I think "strategy" is planning more than 10 minutes into the future, which seems kind of impossible right now.  You can make a strategic choice about going after a particular thing as a small squad, fine.  But there is no "Ok, we'll do this, this, this and this, with the goal of helping take the western half of the continent this evening."  The pace is too fast, and the zerg too unpredictable.  When I say strategy I don't mean tactics for the sake of cost efficiency (which would also be nice, but is a different topic).  There is very little you can reasonably do that you can be sure (or mostly sure) will have a useful long term outcome.  Truthfully, I feel that my outfit has contributed much more to our faction's success when we just join with the zerg and try to organize it a little bit just to make it go more quickly than we have tried to back cap things.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 10:52:14 AM
Planning that far into the future requires cross outfit coordination. Our outfit is already working with others in this regard. You can not treat outfit as isolated Wow guilds. It does not work. We already have contacts in the BWC, TR and a few others we would work with in PS1. But again, its three weeks in. Communities and alliances are still reforming.

In PS1 we had to make alliances and cross outfit cooperation links by ourselves, it was part of the emergent game-play. In this version, i really hope they integrate this stuff, like real, GUI enabled alliances and communication channels. I also really look forward to the empire commander system Higby talked about a while back,  I'm interested to see what that may have morphed into, if at all. You really, REALLY have to look at PS2 as more like Eve then like Battlefield. There is more to it then just in-game activities.

Example: http://www.ps2ultra.com/

It would help if they added incentive to be more strategic in general, but can you really have strategy with 2000 players all wanting to get as many kills as possible with 3 guys yelling 'no no go over here! Yes I know its less points but its *important*!'.

Many of us Vets in beta brought this up a great deal. The lattice was much more suited to herding cats then the Hex system. This is likely a huge point of contention for many Vets, SOE placed emphasis on Session based shooter values ( IE: The individual ), rather than the more team-play values of the original. We have a generation of FPS players that do nothing but focus on the individual. Its a duel edge case, you have to allow for the expectations of the session based players. I think they have accomplished this with this foundation, now its time for the next layer. Hopefully soon.


Title: Re: Planetside 2
Post by: Slayerik on December 10, 2012, 11:28:49 AM
Maybe there needs to be faction-wide incentives for taking a continent. Let's say there are 12 hr blocks...4pm - 4am , 4:01am - 3:59pm . First side to completely capture ANY continent gets double XP until that block runs out. Once a cont. is taken, that's it until the next block is up. Might be a decent incentive to actually hold, or to make a strategic move to try and sneak off and plow the low pop continent while the other two sides duke it out. More of a chess match...


Title: Re: Planetside 2
Post by: Sky on December 10, 2012, 11:30:22 AM
I dunno, the PS I remember was awfully similar in the 'let's go do whatever farms the most xp and fuck strategy'. I think you guys are coloring your experience a bit, though I will allow that f2p exacerbates the issue quite a bit.

I forgot to play this weekend, too busy not starving.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 11:31:49 AM
Maybe there needs to be faction-wide incentives for taking a continent.

There already are. If that's enough is a personal point I guess. I think its like 10% air, 10% off Ground and something else. Shows how much I pay attention to them :)

I dunno, the PS I remember was awfully similar in the 'let's go do whatever farms the most xp and fuck strategy'.

No, I just don't think you were apart of it. YOU were farming.


And for the record, everyone likes a good farm.


Title: Re: Planetside 2
Post by: Trippy on December 10, 2012, 11:53:13 AM
I dunno, the PS I remember was awfully similar in the 'let's go do whatever farms the most xp and fuck strategy'. I think you guys are coloring your experience a bit, though I will allow that f2p exacerbates the issue quite a bit.
Yes I started playing PS1 about a month after Core Combat came out and it was all about farming BR and especially CR when I played. To maximize CR the strategy was to siege a well defended facility for as long as possible before it was captured. This meant that blowing up the generator and other tactics to speed up the facility capture were actively discouraged. The strategic value of the facility didn't matter as much as the number of people fighting in and around it since strategic value had no affect on the potential CR gain.

PS2 is going to be even worse than PS1 was when I played cause of all the things you can buy with cert points. Maximizing cert points gained per time played is all that's going to matter for most people. At least with PS1 you would eventually max out BR and CR and then you might actually care about the strategic parts of the game, though I actually never maxed out my BR before I stopped playing cause I spent most of my time doing the support stuff like refilling base nanite supplies cause my Athlon X2 had issues with the game. E.g. sniping never worked right for me (mouse wouldn't work properly zoomed in) and that was back in the days that running PS1 with both cores on an AMD processor would effectively give you a speed hack.


Title: Re: Planetside 2
Post by: HaemishM on December 10, 2012, 12:04:50 PM
There comes a point where if you are pinned in the spawn it's more productive from a tactical perspective to respawn outside the circle of death and attack from behind.  Especially if you can't pull heavy armor from the base you are defending.

This may be what actually kills the game for me. Something is just OFF about the base capture mechanic. Once the attacker captures a certain point, you can still spawn in a safe area, but you end up being spawn camped until the timer ticks over that closes off your ability to spawn there. With the clusterfuck of way-too-tiny icons on the board, you can die three or four times before you ever realize you are just getting spawn camped and can't do shit to take the base back. At that point, why defend? It's just a frustrating cycle of die to grenade/rocket spam or running out of the door only to get immediately lit the fuck up. You get no XP points from doing so unless you luck out and kill somebody. You can't mount any sort of credible counter-attack from that spawn room. Once you get in that spiral you either have to go somewhere else (which will likely mean you'll go somewhere that isn't near the place you just lost just to get some combat that isn't baserape) or you go play something fun.

A game mechanic that requires spawn camping is going to drive people away.


Title: Re: Planetside 2
Post by: Viin on December 10, 2012, 12:12:23 PM
I'm hoping the cert chasers burn out and leave in the next 30 days. Then we might have some more interesting strategies employed!

It would help if they added incentive to be more strategic in general, but can you really have strategy with 2000 players all wanting to get as many kills as possible with 3 guys yelling 'no no go over here! Yes I know its less points but its *important*!'.

This is a catch 22 though. What makes Planetside is huge battles (at least in Higby's PS) and if you start having the battle dry up into skirmishes, the theme is lost. PS lost its luster when pops dropped (whether it was from this issue, the lolCaves, BFRside, whatever...) and only got a jump when Fodderside was put in.

Not sure how many people are playing, but there are plenty of servers that can be consolidated. I imagine they have already planned for this, especially with the "unique character name across all servers" requirement. The question they are asking is a) how do we maximize virtual item sales, and b) reduce the number of servers we have to support.

Well, off hand, World War 2 Online handles it (now) by having a player run high command which dictates which cities/towns can be captured by issuing attack orders on them. 

That sounds interesting! I've always liked having commander-specific roles for games like this. (See: Natural Selection)


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 12:14:11 PM
A command system like in Natural Selection would be awesome, maybe at the platoon level?. Also, a great thing about the command mode in Natural Selection, you can vote them out.


Title: Re: Planetside 2
Post by: Trippy on December 10, 2012, 12:14:47 PM
This may be what actually kills the game for me. Something is just OFF about the base capture mechanic. Once the attacker captures a certain point, you can still spawn in a safe area, but you end up being spawn camped until the timer ticks over that closes off your ability to spawn there. With the clusterfuck of way-too-tiny icons on the board, you can die three or four times before you ever realize you are just getting spawn camped and can't do shit to take the base back. At that point, why defend? It's just a frustrating cycle of die to grenade/rocket spam or running out of the door only to get immediately lit the fuck up. You get no XP points from doing so unless you luck out and kill somebody. You can't mount any sort of credible counter-attack from that spawn room. Once you get in that spiral you either have to go somewhere else (which will likely mean you'll go somewhere that isn't near the place you just lost just to get some combat that isn't baserape) or you go play something fun.

A game mechanic that requires spawn camping is going to drive people away.
The "tug-of-war" point capture mechanic is just stupid. There were literally like 50 of us standing around in an Amp base vehicle bay yesterday waiting for the stupid bar to slowly fill up even though there were no enemies around. I understand they wanted to slow down captures but maxing out the number of bodies that count towards the cap to 6 is just silly.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 12:18:12 PM
This may be what actually kills the game for me. Something is just OFF about the base capture mechanic. Once the attacker captures a certain point, you can still spawn in a safe area, but you end up being spawn camped until the timer ticks over that closes off your ability to spawn there. With the clusterfuck of way-too-tiny icons on the board, you can die three or four times before you ever realize you are just getting spawn camped and can't do shit to take the base back. At that point, why defend? It's just a frustrating cycle of die to grenade/rocket spam or running out of the door only to get immediately lit the fuck up. You get no XP points from doing so unless you luck out and kill somebody. You can't mount any sort of credible counter-attack from that spawn room. Once you get in that spiral you either have to go somewhere else (which will likely mean you'll go somewhere that isn't near the place you just lost just to get some combat that isn't baserape) or you go play something fun.

A game mechanic that requires spawn camping is going to drive people away.

This was brought up so many times in alpha and beta. Soooo many times. For many outposts, the spawn room is the first order of business, not the cap point, And its sad.

The "tug-of-war" point capture mechanic is just stupid. There were literally like 50 of us standing around in an Amp base vehicle bay yesterday waiting for the stupid bar to slowly fill up even though there were no enemies around. I understand they wanted to slow down captures but maxing out the number of bodies that count towards the cap to 6 is just silly.

Mass on point is an even worse idea. There MUST be a window of opportunity for an empire to respond to a hack. I'm just not entirely sure what was wrong with the original hack and hold, that they had to do a mass on point hybrid. The real issue, is the base layouts, especialy outposts.

Consider this: Defenders have to cross an entire courtyard and face air, tanks and whatnot to even BEGIN to defend. Most routes are completely open, the spawn point is already camped and there are no safe routs out. So defenders not only have to face an overwhelming force, but a better equipped one, as the vech terminals are never near points, and most are are in the completely wrong direction from the cap point. This is completely opposite of the original game.

This is all mostly CoD/deathmatch style map design. IMO, the spawn should be the last reachable point of any base with multiple exit points, not just open doors on a building, but exit points to different areas of the base. It worked in PS1 well.


Title: Re: Planetside 2
Post by: Megrim on December 10, 2012, 12:24:11 PM
This may be what actually kills the game for me. Something is just OFF about the base capture mechanic. Once the attacker captures a certain point, you can still spawn in a safe area, but you end up being spawn camped until the timer ticks over that closes off your ability to spawn there. With the clusterfuck of way-too-tiny icons on the board, you can die three or four times before you ever realize you are just getting spawn camped and can't do shit to take the base back. At that point, why defend? It's just a frustrating cycle of die to grenade/rocket spam or running out of the door only to get immediately lit the fuck up. You get no XP points from doing so unless you luck out and kill somebody. You can't mount any sort of credible counter-attack from that spawn room. Once you get in that spiral you either have to go somewhere else (which will likely mean you'll go somewhere that isn't near the place you just lost just to get some combat that isn't baserape) or you go play something fun.

A game mechanic that requires spawn camping is going to drive people away.

This was brought up so many times in alpha and beta. Soooo many times. For many outposts, the spawn room is the first order of business, not the cap point, And its sad.

Pre-deployed Sunderers and Beacons. Don't keep spawning in the obvious killzone like a chump.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 12:25:21 PM
Pre-deployed Sunderers and Beacons. Don't keep spawning in the obvious killzone like a chump.

In a defense? They are already gone. There is no other action than to go to another place, or attack the base you just left from the outside.


Title: Re: Planetside 2
Post by: Trippy on December 10, 2012, 12:32:19 PM
The "tug-of-war" point capture mechanic is just stupid. There were literally like 50 of us standing around in an Amp base vehicle bay yesterday waiting for the stupid bar to slowly fill up even though there were no enemies around. I understand they wanted to slow down captures but maxing out the number of bodies that count towards the cap to 6 is just silly.

Mass on point is an even worse idea. There MUST be a window of opportunity for an empire to respond to a hack. I'm just not entirely sure what was wrong with the original hack and hold, that they had to do a mass on point hybrid.
No question defenders should be able to respond to losing control of a control point given the way points are setup and are usually difficult to defend but the game needs a way to figure out when things are a hopeless cause. With PS1 in most bases the control room area was the easiest place to defend so if you lost control of that room you as the defender knew it was over and it didn't matter that a hack didn't take that long since it was highly unlikely you could get that room back.

In PS2 they need to adjust the time it takes to capture a point to take into account more than just territory influence (assuming max bodies on point). I understand they wanted to cut down on the PS2-equivalent of "back hacks" but the current system has issues too.


Title: Re: Planetside 2
Post by: HaemishM on December 10, 2012, 12:38:28 PM
Any system they come up with will have issues. What has to be considered is what will encourage defending. This system actively DISCOURAGES defending a lot, no matter what the XP bonuses are. It makes defending frustrating. And Bloodworth is spot on about base design. The outposts are just open air courtyards surrounded by fucking cliffs that can be climbed on. Attackers are literally shooting fish in a barrel. The bigger bases are slightly better. Turrets get no protection, which seems odd. There should be a blast shield or something that the goddamn engies can hide behind that cuts down on AOE damage so that a turret might actually be healable in combat.

And the ICONS. They drive me batty. Trying to figure out where the vehicle spawn point in a base you haven't been in is maddening. The icons are so small, and the minimap is worse. The UI guys need a lesson in readability.


Title: Re: Planetside 2
Post by: Trippy on December 10, 2012, 12:46:53 PM
Any system they come up with will have issues. What has to be considered is what will encourage defending. This system actively DISCOURAGES defending a lot, no matter what the XP bonuses are. It makes defending frustrating. And Bloodworth is spot on about base design. The outposts are just open air courtyards surrounded by fucking cliffs that can be climbed on. Attackers are literally shooting fish in a barrel. The bigger bases are slightly better. Turrets get no protection, which seems odd. There should be a blast shield or something that the goddamn engies can hide behind that cuts down on AOE damage so that a turret might actually be healable in combat.
No point capture system will encourage defending given the way bases are designed unless they give exp for dying around control points :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 12:55:33 PM
The "tug-of-war" point capture mechanic is just stupid. There were literally like 50 of us standing around in an Amp base vehicle bay yesterday waiting for the stupid bar to slowly fill up even though there were no enemies around. I understand they wanted to slow down captures but maxing out the number of bodies that count towards the cap to 6 is just silly.

Mass on point is an even worse idea. There MUST be a window of opportunity for an empire to respond to a hack. I'm just not entirely sure what was wrong with the original hack and hold, that they had to do a mass on point hybrid.
No question defenders should be able to respond to losing control of a control point given the way points are setup and are usually difficult to defend but the game needs a way to figure out when things are a hopeless cause. With PS1 in most bases the control room area was the easiest place to defend so if you lost control of that room you as the defender knew it was over and it didn't matter that a hack didn't take that long since it was highly unlikely you could get that room back.

In PS2 they need to adjust the time it takes to capture a point to take into account more than just territory influence (assuming max bodies on point). I understand they wanted to cut down on the PS2-equivalent of "back hacks" but the current system has issues too.


We do not disagree. But here, I think is a point that needs to be recalled. In PS1. If you got a team into the CC, or even just one hacker. The hack was instantly removed. It was Assaults that took 15 min to switch, not defense or re-secures. You did not need numbers, technically. Nor did you need to hold out for another 5-10 minutes.

That's a really LARGE difference between PS1 and the PS2 system. That "Ticket" system they are using.... It takes forever in both cases. But its doubly worse for defenders, they are the underdog in every scenario.

I would contend that the last cause scenario in PS 1 was one of two things. The gen was dropped, or the attackers reached the spawn room and have dropped the tubes. I'n PS2, its sometimes the moment they surround the spawn room, that also happens to be part of the perimeter of the base.

In what army, of any time frame, puts your medical and barracks on the perimeter of a base, ever?

I think the thing that gets me the most about map design. They think the crown is a feature, and not a flaw.


Title: Re: Planetside 2
Post by: shiznitz on December 10, 2012, 12:56:11 PM
Any system they come up with will have issues. What has to be considered is what will encourage defending. This system actively DISCOURAGES defending a lot, no matter what the XP bonuses are. It makes defending frustrating. And Bloodworth is spot on about base design. The outposts are just open air courtyards surrounded by fucking cliffs that can be climbed on. Attackers are literally shooting fish in a barrel. The bigger bases are slightly better. Turrets get no protection, which seems odd. There should be a blast shield or something that the goddamn engies can hide behind that cuts down on AOE damage so that a turret might actually be healable in combat.

This issue is quite surprising given that the PS2 team specifically AND explicitly tried to make defending easier through base design versus PS1.  


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 12:59:16 PM
This issue is quite surprising given that the PS2 team specifically AND explicitly tried to make defending easier through base design versus PS1.  

This never happened. The direct opposite did. You can find a billion instances of them directly stating they did not want the hours long base assaults of PS1 to ever happen in PS2. This tune only changes at the end of beta, when the timers for captures were added, because of user feedback. They fought this tooth and nail. Its the EXACT same Design Philosophy that lead to the Galixey being a Mobile spawn.


Title: Re: Planetside 2
Post by: Trippy on December 10, 2012, 12:59:58 PM
In what army, of any time frame, puts your medical and barracks on the perimeter of a base, ever?
I wanna know what army puts its generators on the perimeters in rooms that have entrances on at least 3 sides :awesome_for_real:

At least in PS2 people do blow up generators, unlike PS1.


Title: Re: Planetside 2
Post by: Thrawn on December 10, 2012, 01:01:08 PM
Another small thing they seem to have missed, buying 500 whatever points is $5.00.  Buying 10,000 points is $100.00.  If I wanted to actually spend some money on the game I'd be much more tempted to buy $20 or maybe higher if I got a bonus of additional points for buying in bulk.

Just started playing last weekend, enjoying it, but not at all glued to it yet.  Too many little issues to iron out and my PC struggles a bit with it, guess I'm overdue for an upgrade.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 10, 2012, 01:01:49 PM
In what army, of any time frame, puts your medical and barracks on the perimeter of a base, ever?
I wanna know what army puts its generators on the perimeters in rooms that have entrances on at least 3 sides :awesome_for_real:

At least in PS2 people do blow up generators, unlike PS1.


Potential broken record here. But in PS1 prime, Not dropping the gen was not an option. This only happened due to the culture that arose after the population dropped. Right after core combat.

As for the PS2 gen-locations. I personally think the phase system and the gen control system is one of the best advancements of the title. Amp stations are really fun to attack and defend, lots of sub-objectives to take, blow up, annoy. Tech-plants, after they removed the shield phase system, is what we have now. They are my least favorite base to take.

I think the diffrence in how gens are treated is excusable in this system. Because one gen does not control one item. In the case of shield gens. This should be expanded to all items. 2-3 gens for spawn ability ( maybe lower increase respawn time if you loose 1/3 ). ETC..


Title: Re: Planetside 2
Post by: Megrim on December 10, 2012, 01:06:59 PM
Pre-deployed Sunderers and Beacons. Don't keep spawning in the obvious killzone like a chump.

In a defense? They are already gone. There is no other action than to go to another place, or attack the base you just left from the outside.

I have no idea what you are on about. Is this going to be one of those "This is so because I said this is so, and it is therefore so because I said it" things?


Title: Re: Planetside 2
Post by: HaemishM on December 10, 2012, 02:01:39 PM
Any system they come up with will have issues. What has to be considered is what will encourage defending. This system actively DISCOURAGES defending a lot, no matter what the XP bonuses are. It makes defending frustrating. And Bloodworth is spot on about base design. The outposts are just open air courtyards surrounded by fucking cliffs that can be climbed on. Attackers are literally shooting fish in a barrel. The bigger bases are slightly better. Turrets get no protection, which seems odd. There should be a blast shield or something that the goddamn engies can hide behind that cuts down on AOE damage so that a turret might actually be healable in combat.
No point capture system will encourage defending given the way bases are designed unless they give exp for dying around control points :awesome_for_real:


That's probably the easiest way to do it with this particular game/base design.


Title: Re: Planetside 2
Post by: croaker69 on December 10, 2012, 02:20:43 PM
Pre-deployed Sunderers and Beacons. Don't keep spawning in the obvious killzone like a chump.

In a defense? They are already gone. There is no other action than to go to another place, or attack the base you just left from the outside.

I have no idea what you are on about. Is this going to be one of those "This is so because I said this is so, and it is therefore so because I said it" things?

Maybe due to different assumptions.  I agree that there is no way randoms will be able to defend against any real attack.  Using coordination via voice comm an organized group can get AMS in position, pull armor and air, start taking surrounding spawns, and destroy enemy AMS to turn back an attack or do an immediate retake.


Title: Re: Planetside 2
Post by: angry.bob on December 10, 2012, 02:30:48 PM
I dropped $20 to get weapon certs since the unguided rocket launcher was not terribly useful. I have to say there is a serious need to increase the ranges, increase the damage, and decrease the lock-on times. The server this is on is swarmed with people flying Cylon Raiders with splash damage guns and it takes a full magazine of the stupid rockets to kill one. And they have to be on top of you to get a lock. I feel like a was burgled. Pretty much the same with the LMG I bought.

Also, the targeting and visual feedback on shots is pretty shitty for AA. There's no visual feedback on how you're missing like tracers so you can adjust and super advanced targeting systems don't give you any help in the form of a little predictive marker on the HUD to let you know where you should be shooting. Unless stuff is right on top of you you're likely to miss even if it's heading straight at you.

THe Lightening is fun though, sort of reminds me of driving a T-20-2.


Title: Re: Planetside 2
Post by: Druzil on December 10, 2012, 04:15:29 PM
Didn't see this mentioned, you can currently get 85 station cash (each) for logging into Free Realms and Clone Wars.  You just have to login accept the EULA and close out.  I just tried it and got the 170 SC.   Took me like 2 minutes.   I'm guessing you signup for a newsletter by doing so, if that's a big deal to you.

http://www.freerealms.com/ (http://www.freerealms.com/)

https://www.clonewarsadventures.com/index.action (https://www.clonewarsadventures.com/index.action)


Overall I think Bio Labs are my favorite base capture.  They just feel right.  There's lots of entrances, lots of defense points, there's a good flow to the battle.  Amp stations I think are also pretty fun right now.   I'm not sure on the Tech plant yet.   I don't HATE it, I like the fact that it's hard to take, but I do tend to avoid it unless I'm not finding anything good elsewhere.


Title: Re: Planetside 2
Post by: Kageru on December 10, 2012, 05:32:32 PM

The strategy layer is also made less important by the fact that resource points don't seem that tight. Even when we are getting our butt kicked they seem to tick over at a decent rate. And if I exhaust them I could go idle on the continent we've capped for a bit.

The game has also been designed to encourage solo play, which basically means vehicles, that's why base AA is basically hopeless. You need multiple guns manned and pilots who fly very close in a straight line to get kills. Maybe you can encourage them to dodge a bit, or go back and repair if you are very good.

The jump bridge highway on the amp base is another design irritant. If that was jump pads from the shielded centre one way to the defences it would make sense, give the defenders an advantage and lead to more fights. As it is the system is probably more useful to the attackers.


Title: Re: Planetside 2
Post by: apocrypha on December 10, 2012, 10:38:48 PM
Well I logged on last night to discover that the outfit I joined had got bored of capping & defending the same points over and over again and were instead running mass Flash races through enemy territory.

It was a surprising amount of fun. It's funny how much like Mordor a lot of the landscape looks when you're lost like a fart in the mist!


Title: Re: Planetside 2
Post by: Megrim on December 11, 2012, 04:06:26 AM
Pre-deployed Sunderers and Beacons. Don't keep spawning in the obvious killzone like a chump.

In a defense? They are already gone. There is no other action than to go to another place, or attack the base you just left from the outside.

I have no idea what you are on about. Is this going to be one of those "This is so because I said this is so, and it is therefore so because I said it" things?

Maybe due to different assumptions.  I agree that there is no way randoms will be able to defend against any real attack.  Using coordination via voice comm an organized group can get AMS in position, pull armor and air, start taking surrounding spawns, and destroy enemy AMS to turn back an attack or do an immediate retake.

But that's true of anything. Organisation > no organisation.


Title: Re: Planetside 2
Post by: Falconeer on December 11, 2012, 05:15:37 AM
Let's just say that it seems a disorganized attack is eventually gonna win more often than you would think against a disorganized defense, and that's probably due to the way bases and respawns have been built, topped with player attitude of abandoning the sinking ship prematurely.

But yes, what I am really looking forward to see in a near future when there will hopefully be a little less random chaos and a little more organization is how good groups manage to set up defenses, both from inside the bases and by spawning a couple of squads somewhere far to pick up a swarm of 6 - 12 aircrafts and sweep the siege.


Title: Re: Planetside 2
Post by: Kageru on December 11, 2012, 06:36:46 AM

Organization is not really the issue. A liberator full of randoms landing at most bases will capture it easily because it most likely will have no defenders. And even if it has a few the bases are designed to be relatively easy to capture and fall fast enough there's no chance of getting reinforcements (even if people cared). The only time that won't happen is if they run into other zerg or attack a server hotspot (like the crown or nearby techplants).

Even in the example given though a well designed base should instinctively have a defensive flow. Inner sanctum and rings of defence to that even randoms would see how to defend it. Barring the tech plant (because it has a choke) and the watch-tower (because it is small enough to understand and has a core spawn point) most of the bases are just a random jumble.


Title: Re: Planetside 2
Post by: shiznitz on December 11, 2012, 06:58:34 AM
This issue is quite surprising given that the PS2 team specifically AND explicitly tried to make defending easier through base design versus PS1.  

This never happened. The direct opposite did. You can find a billion instances of them directly stating they did not want the hours long base assaults of PS1 to ever happen in PS2. This tune only changes at the end of beta, when the timers for captures were added, because of user feedback. They fought this tooth and nail. Its the EXACT same Design Philosophy that lead to the Galixey being a Mobile spawn.

I thought I recalled Higby saying that they added all the cover points to he base designs to help defenders.  I don't understand the base designs in the context of the goals you ascribe to the dev team.  I am not arguing with you.  I am just confused that their goal of not having long base fights resulted in the cluttered exterior design.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 11, 2012, 09:02:27 AM
I Just realized something.

A fresh spawned player is worth just as much as one that's been a live for an hour. It was not this way in the original, no wonder I see people falling over themselves to get kills on spawn rooms. In ps1, those troops would be worth nothing. There is always a need to suppress enemy movement, and spawn camping will likely always be a part of that. But as it stands, for outposts, killing 3 people fresh out of spawn is more XP than a base cap. ( it would be around 10 for large bases ).

I wonder if returning to the the solution as it was in the original would help curb some of this behavior.


I thought I recalled Higby saying that they added all the cover points to he base designs to help defenders.  I don't understand the base designs in the context of the goals you ascribe to the dev team.  I am not arguing with you.  I am just confused that their goal of not having long base fights resulted in the cluttered exterior design.

Its related thusly. Porous buildings scattered about, objectives ( including vec terms ) intentionally crossing lines of contention. Mostly direct routes from any angle to an objective, with some exceptions. No walls, near every building is spaced to allow for a tank to pass between. No doors, no windows. Many buildings have the interior space equivalent of the blast radius of a single grenade. While most are Asymmetrical, they still are more reminiscent of "Death match" style layout designs. As opposed to "siege" like designs that have advancement phases. Toss in drop pods, AMS, squad spawn beacons, spawn on squad leader and lack of SOI. And you have a battle flow that comes from every direction and no direction at the same time. The iceing on the cake being that spawn room buildings are typically on the perimeter of an outpost.

There are a handful of outposts that do not completely follow all of the above, but they are rare. Split peak pass is one of my favorite locations in game, so are amp stations. But amerish was the last map to be created, and i feel they have been thinking more in terms of base progression phases and siege like game-play as opposed to the death match/CoD like maps. Split peak is an example of this, there is a large different in Indars bases and Amerish bases, including density. Amerish is the best to date IMO.


Title: Re: Planetside 2
Post by: Sky on December 11, 2012, 11:34:27 AM
I dunno, the PS I remember was awfully similar in the 'let's go do whatever farms the most xp and fuck strategy'.

No, I just don't think you were apart of it. YOU were farming.


And for the record, everyone likes a good farm.
Yes. Everyone knows what a minmaxing farmer I am when it comes to mmo.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 11, 2012, 01:03:20 PM
PlanetSide 2: Choose Vanu Sovereignty, Choose Enlightenment - YouTube (http://www.youtube.com/watch?v=JkTnvST9Teg)

PlanetSide2: Choose Duty, Choose the Terran Republic. - YouTube (http://www.youtube.com/watch?v=CHN9CdBqSYM)

PlanetSide 2: Choose Freedom, Choose the New Conglomerate - YouTube (http://www.youtube.com/watch?v=ErA4jNfVSIM)

EDIT: Fixed


Title: Re: Planetside 2
Post by: Miasma on December 11, 2012, 01:10:27 PM
Malformed links.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 11, 2012, 01:13:47 PM
Malformed links.

Only for here. But fixed.


Title: Re: Planetside 2
Post by: 01101010 on December 11, 2012, 01:43:09 PM
Needs moar rocketpods!


Title: Re: Planetside 2
Post by: Falconeer on December 12, 2012, 12:51:06 AM
Flamethrower max in the NC video?


Title: Re: Planetside 2
Post by: Falconeer on December 12, 2012, 06:12:39 AM
Patch notes:

Quote
All servers will come down at 6 AM PT for Game Update 1. Downtime is anticipated to be less than two hours. Players may notice the following changes.


General:

Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.
New weaponry is currently being issued to all three empires. If you are looking for a new light machine gun or assault rifle, head to the Depot and check them out.
A number of changes have been made to Vehicle and Aircraft weaponry. Please see the Vehicle notes below.
Fixed a few crash bugs and provided some optimizations to improve gameplay.
Players may now make multiple characters on the same server.

Notable Bugfixes:

The NS-11 Platinum should now properly unlock medals.
The Facebook Promotional Weapons should now properly unlock medals.
Players should no longer be able to spot enemies without a line of sight.
The Gauss Compact S will now provide players the ability to aim down sights and strafe more accurately.
Destroying enemy terminals will no longer provide a Kill stat.
The Light Assault Jumpjet will no longer break if you run into terrain while in flight.
When holding down push to talk it should no longer become "stuck" when released.
The NS-11 will now have a sound indicating it is being reloaded.
Spawning a vehicle in the warpgate will no longer cause players to fall through the world.
The TX2 Emperor should now provide the correct damage level to targets.


Vehicles:

The tail gun on the Liberator is now located on the back of the tail wing and not underneath it. This provides a greater coverage for all tail gun variants.
Aircraft and Phalanx Turret resistance to the following weapons has been reduced:
M40 Fury
C75 Viper
L105 Zephyr
G30 Vulcan
M60 Bulldog
Personal Defense Weapons (on light aircraft only)
Sunderer resistance to heavy machine guns has been increased.
All Flak damage has been increased by 5%.
The Composite Armor tooltip has been adjusted to be more accurate.


Infantry Weaponry:

New Weapons:

The NS Decimator rocket launcher is now available to all empires.

Terran Republic:
The TAR will provide the best hip fire of this empires assault rifles.
The T32 Bull will provide an adaptable solution to long or short range combat but has a slow reload.

New Conglomerate:
The Carnage BR is now available. This medium-fast fire rate assault rifle has good hip fire and range limiting recoil.
The Anchor light machine gunprovided good mobility and a 45 round magazine.

Vanu Sovereignty:
The Corvus assault rifle has a slow rate of fire but compensates with deadly accuracy.
The Ursa light machine gun will provide a slightly lower rate of fire but extreme accurate fire.

General Weaponry:

Tank mines can now once again be deployed by throwing them reverting the change made last week.
Lock on Rocket Launchers will no longer fire without a lock on.
Extended ammunition attachments will no longer provide more ammunition capability than intended. They all will now provide 4 more rounds.
A small increase in movement accuracy with iron sights was made on on slower assault rifles, carbines, and light machine guns.
A small decrease in movement accuracy was made with the 40 round assault rifles and carbines.
The NC Gauss and Gauss S now have increased projectile speed.
The Cycler TRV now has reduced hip fire accuracy.
The Razor GD-23 now has reduced recoil for the first shot.
The TR CARV and CARV S now have increased equip time.
The LA80 projectile speed has been reduced to put it in line with the other empire sniper rifles.


Vehicle Weaponry:

Aircraft:

M20 Drake: Previously the M20 Basilisk, this weapon has increased top end damage. It also has a longer range before damage fall off occurs.

M60-A Bulldog: Previously the M60 Bulldog, this aircraft weapon has had the following changes:
Magazine size has been reduced from 10 to 6.
Magazine size certifications now 1 round per rank increase.
Projectile speed has been increased
Direct hit damage has been increased
Splash damage will no longer damage heavy armor.
The M60-A has a faster projectile than its ground based variant the M-60G.

A30 Walker: This is now the air variant of the Walker weapon system.
The reticule and first person tracer have been changed to make them easier to see.
Projectile speed is slower but drop has been reduced.
Damage has been increased overall.


Light Aircraft Rocketpods:
Blast radius in which maximum damage occurs has been reduced. This does not change the size of the blast radius.
Damage against Sunderers and Aircraft have been reduced.
Significantly reduced damage against Phalanx turrets.


Liberator AP30 Shredder:
Damage has been increased at close ranges.
Magazine size has been increased to 50.

Reaver Air Hammer:
The projectile spread has been tightened up.
Damage per projectile has been increased.
Damage fall off will occur at a further distance.


Ground Weaponry:

The Lightning Skyguard Turret has increased projectile speed and it's reticule has been adjusted to use the Terran Republic Burster MAX reticule.


C75 Viper:
Direct hit damage increased
Increased maximum blast radius damage

M40 Fury:
Reduced damage against heavy armor.
Upped direct hit damage and blast damage.

Anti-Personnel Phalanx Turret:
Cone of Fire tightened up a bit
Slight adjustments to heat. Will cool off a bit faster and take a little bit longer to overheat.
Pushed out range where projectiles start to lose damage significantly.


World:

The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.
Frosbite Harbor Spawn Room now has a pain field.
The grav pads at the Dahaka Amp Station western forward spawn are now functional.
Players are no longer able to spawn at Sungrey Amp Station when the SCU has been destroyed.
Enemy projectiles will no longer go through the Biolab Gate Shields.
Players still in a vehicle once the pilot has logged off will no longer disconnect.
The Phalanx Turret has increased projectile speed and it's reticule has been adjusted to use the MAX burster reticule.

UI:

The Regen benefit of a Biolab will now display on the Tab scoreboard.
All Heavy Assault ability items are now using unique icons.
Platoons should now longer state they are “full” when all squads have squad leaders and there is still room for more members.
SAS-R and Impetus optics will now display a description when hovering over with a mouse.
The TS4 Haymaker and FA1 Barrage now have a tooltip when mousing over the progress bar.
Moving a player to another squad will no longer boot them from a Squad/Platoon locked vehicle.
Players removed from a Squad or Platoon channel will no longer be able to use that channel.
Unoccupied Phalanx Turrets should now display “Press [E] to Enter” messaging.


Visual:

The NS-11 Platinum and Ns-11A rifles are no longer the same color.
The Sunderer Smoke Screen will no longer hide decals.
Lightning Hood Ornaments will no longer be placed on top of decals.
New Conglomerate African Forest Weapon Camo no longer displays Vanu Sovereignty coloring.
A MAX unit will no longer appear to float while descending on a Grav Pad.
Purchased Weapon Camo will no longer be cleared when a weapon trial ends.
The Engineering Repair tool is now black.
Main Battle Tank and Lightning armor should no longer cover decals.
The Lasher magazine will now reload and no longer “floats” if the player is sprinting.
The NC Gauss Compact S Underbarrel weapons will now show a reloading animation correctly.
A player will no longer siplay headless and frozen in a riding pose when killed on a Quad.


2.6 GB. Start it as soon as you can if you plan to play tonight.


Title: Re: Planetside 2
Post by: Kageru on December 12, 2012, 06:39:29 AM

Yay, can make my Vanu alt and stop playing with the random NC bullet hoses. Other than that looks fairly incremental. Will be interesting to see how it plays out though.


Title: Re: Planetside 2
Post by: Surlyboi on December 12, 2012, 06:41:12 AM
Fuck the Vanu in their purple scientology earholes.


Title: Re: Planetside 2
Post by: Kageru on December 12, 2012, 06:42:49 AM

Leotards of power.. Better than the chino pants of the NC anyway.

Also Tech Plants defensibility fixed.


Title: Re: Planetside 2
Post by: 01101010 on December 12, 2012, 07:37:42 AM
Quote
Horns are now available for the Sunderer and Flash! Check the Depot under Vehicle Gear.

Why is this not a standard? Who the hell is going to pay for a horn? dumb

Quote
The main shields at Tech Plants are now operated by two generators in the outlying buildings. These shields now have icons that display the status of the generators.

Amp Stations 2.0 I guess. There goes the idea of base defense. Not saying you can't try defending, but tech plants were the only ones with any real 'defenders have the advantage' gameplay. Shield busting sunderers will also see a decrease even though they just started being used more. I am not opposed to the tech plant changes, but critical of the motivations and results. I have to say, amp stations are annoying and fun - annoying to defend but fun to assault given you need a bunch of pieces to get done before the place can be taken. Tech plants will likely be the same way now...

Now about those biolabs...  :why_so_serious:


Title: Re: Planetside 2
Post by: Kageru on December 12, 2012, 07:39:54 AM

Watch-towers are still decent, so the crown is still kicking. The main factor being any defensible location needs a somewhat protected spawn, which tech certainly no longer has.


Title: Re: Planetside 2
Post by: 01101010 on December 12, 2012, 07:50:33 AM

Watch-towers are still decent, so the crown is still kicking. The main factor being any defensible location needs a somewhat protected spawn, which tech certainly no longer has.

True. Though the teleporter zapping you from the main spawn room to right under the point is about as good as it gets. Sadly it and the spawn room end up being camped anyway. I like the idea of the spawn room outside the tech plant on the way to the back doors; gives it a flanking aspect - though no one does so in force. Amp stations need a teleporter to the main building because... damn.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 07:52:25 AM
Flamethrower max in the NC video?

Removed before launch due to FPS consumption. I'm sure it will make a return.


Title: Re: Planetside 2
Post by: 01101010 on December 12, 2012, 08:09:57 AM
Flamethrower max in the NC video?

Removed before launch due to FPS consumption. I'm sure it will make a return.

I should hope not... the ScatMAX is quite enough of the dumb, thank you.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 08:11:48 AM
Flamethrower max in the NC video?

Removed before launch due to FPS consumption. I'm sure it will make a return.

I should hope not... the ScatMAX is quite enough of the dumb, thank you.

Thankfully its not NC specific.


Title: Re: Planetside 2
Post by: Surlyboi on December 12, 2012, 08:14:32 AM
Flamethrower max in the NC video?

Removed before launch due to FPS consumption. I'm sure it will make a return.

I should hope not... the ScatMAX is quite enough of the dumb, thank you.

We have a MAX that shoots poop?


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 08:21:23 AM
Yep. Right in peoples faces too.


Rude.


Title: Re: Planetside 2
Post by: Sky on December 12, 2012, 08:47:52 AM
Quote
Lock on Rocket Launchers will no longer fire without a lock on.
Well, that certainly kills the utility of lock-on launchers. Glad I bought them with funny money, if I had spent real dollars I'd be pissed.


Title: Re: Planetside 2
Post by: Falconeer on December 12, 2012, 08:58:19 AM
But they said they lcok-on faster now and have longer range, didn't they? In that case, I'll be happy with them.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 09:01:02 AM
There is also the Decimator.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 09:15:59 AM
Quote
GamesBeat: How long has it been now?

Smedley: It is three weeks since we launched PlanetSide 2. The game is already an order of magnitude bigger in revenue than any game we have. I can’t give you absolute numbers, but we’re growing like crazy. 1.6 million registered. We’ve got a large playing population. It’s going great.

GamesBeat: What are you noticing about the gameplay and what people are doing?

Smedley: Well, here’s an interesting fact. On weekdays it’s an average of 60 minutes per session, meaning they’re playing for an hour at a time. On weekends it’s 90 minutes. We see a large amount of players that will stay on there for hours at a time, though. People are playing, on average, a couple of hours a day altogether. It’s much stickier than the usual FPS.

GamesBeat: Can you go over some of the history of developing the game?

Smedley: We developed it over about two years. It runs on our proprietary Forgelight engine, which is our way of being able to develop new online games quite rapidly. It has all the pieces of next-generation technology built in, so it’s easy to develop. We have proprietary anti-hacking technology built in. It was probably one of our easiest products ever to develop. The reviews are terrific. Every now and again you hit the ball hard and see it go into the stands. That’s what we’ve got. We’re getting great reviews. Everything’s going great.

On Steam, for example, during any arbitrary part of the day. Let me look right now. You can look and see where Call of Duty multiplayer is. We just did a patch, so our numbers are a little lower right now, but if you wait until later in the day, we’ll actually be above them. A lot of people are playing it, is what it comes down to.

planetside 2 4GamesBeat: How many of the people in your player base came from the original PlanetSide, do you think, and how many are brand-new to Sony Online?

Smedley: I would say it’s maybe 10 percent people who played the original. Another 20 percent have played our games before. The rest are new. 70 percent of the people coming in are new to our business.

GamesBeat: Where did you find them? What did you guys do to try to draw new users?

Smedley: Mostly we’re focusing on existing shooters. Games like Battlefield 3. But what it really was the community. During the beta, people started hearing about it. They told their friends. People checked it out. It just grew outwardly. What’s been the best thing about this game is that we grew successfully from a small core into something quite large.


Read more at http://venturebeat.com/2012/12/12/sony-online-entertainment-chief-says-planetside-2-online-frag-game-is-a-smashing-success-interview/#6TzXZkcM9rl24MXL.99


Title: Re: Planetside 2
Post by: UnSub on December 12, 2012, 09:18:28 AM
Smed said the same about DCUO in how great it was doing.


Title: Re: Planetside 2
Post by: Falconeer on December 12, 2012, 09:26:56 AM
Patch has improved performance of a good 10 frames per second on my computer. Nice.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 09:27:44 AM
Smed said the same about DCUO in how great it was doing.

I haven't paid attention to that title much. Is it gone?


Title: Re: Planetside 2
Post by: Sky on December 12, 2012, 09:44:51 AM
But they said they lcok-on faster now and have longer range, didn't they? In that case, I'll be happy with them.
With the amount of damage they do to aircraft, I'm not sure it's a huge improvement. That was balanced (imo) by having a dumb-fire mode to use against vehicles and infantry.

Having a slow-moving no-lock alternative that I also have to unlock (for my THIRD rocket launcher) is not making me feel better about it.

edited to add: I'm about to move on from this one, anyway. Just doesn't seem to be jelling for me. My play time is very limited and there are a ton of good games, I have a very low tolerance for nonsense like this, because I don't need to have tolerance for it.


Title: Re: Planetside 2
Post by: Falconeer on December 12, 2012, 10:04:48 AM
I just tried the Hawk launcher (lock-on AA) and it does NOT feel like the lock-on timer has been quickened or the range extended. This stuff is not in the notes, so they might have decided against it. As a result, these launchers suck as they used to if not worse. Or maybe I am just and the improvements are not enough to make me a better player.


EDIT: OK, something went wrong in their patching process, since my lock-on launcher STILL shoots without a target, so either they forget to update my own launcher, or they just messed it all up. Reminds me of the pre-patch rare items from Ultima Online...


Title: Re: Planetside 2
Post by: Miasma on December 12, 2012, 10:30:40 AM
They stirpped out the patch notes about the lock on launchers.  No word on if the change was bugged or they changed their mind.


Title: Re: Planetside 2
Post by: apocrypha on December 12, 2012, 10:50:40 AM
Patch has improved performance of a good 10 frames per second on my computer. Nice.

Same here, but graphical quality looks lower, not got any screenshots to compare though.

Why is this not a standard? Who the hell is going to pay for a horn? dumb

650 Station Cash dumb too. Why is cosmetic stuff in F2P games always so stupidly overpriced?


Title: Re: Planetside 2
Post by: 01101010 on December 12, 2012, 10:53:38 AM
Why is this not a standard? Who the hell is going to pay for a horn? dumb
650 Station Cash dumb too. Why is cosmetic stuff in F2P games always so stupidly overpriced?

WHAT?! 650? jeezus christ that better have some utility with it, like using it makes friendlies bounce off you rather than get flattened by you. Otherwise, I doubt it will ever be bought and used by anyone other than the people with no judgement skills and a credit card.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 11:01:24 AM
That is a bit steep. Should be around like, 150 or so. Are they even themed?


Title: Re: Planetside 2
Post by: angry.bob on December 12, 2012, 11:02:06 AM
I would pay 650 for a flashing orange safety light to put on top of my helmet if it stopped me from getting run over by my own team a dozen times a day. Getting run over, shot in the back while I'm standing still, or having a friendly grenade/explosion go off near me accounts for a solid 30% of my deaths.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 12, 2012, 11:08:03 AM
Don't give them any ideas!


Title: Re: Planetside 2
Post by: WayAbvPar on December 12, 2012, 11:19:43 AM
I would pay 6500 Smedbux for a horn if it made me immune to teamkilling penalties for 10 seconds after I sounded it  :drill:


Title: Re: Planetside 2
Post by: Gets on December 12, 2012, 11:27:43 AM
Seconded, but only if the horn plays La Cucaracha.


Title: Re: Planetside 2
Post by: Falconeer on December 12, 2012, 11:45:27 AM
New interesting bug just killed me three times in the last 20 minutes. You get an "Out of bounds" counter when you are,like, somewhere random in the middle of the map. Sometimes just by moving round the counter disappears. Usually, it just gets to zero and kills you.

Literally:  :why_so_serious:


Title: Re: Planetside 2
Post by: angry.bob on December 12, 2012, 01:40:45 PM
I've been put under the map a few times when I flip my lightening in a ditch or gully I didn't see coming. Since I can't unflip it I just get out. Then apparently decides that I should exit from the roof which is now partially under the terrain. then I fall a while and die. I'm sure there's an awesome exploit there somewhere, I just have to find it.


Title: Re: Planetside 2
Post by: croaker69 on December 12, 2012, 03:38:35 PM
The ground still has issues.  When I spawn a Vanguard on Esamir I fall through about 25% of the time.


Title: Re: Planetside 2
Post by: UnSub on December 12, 2012, 05:10:07 PM
Smed said the same about DCUO in how great it was doing.

I haven't paid attention to that title much. Is it gone?

It went F2P shortly after launch and the last I checked the PS3 version was more successful than the PC version.


Title: Re: Planetside 2
Post by: Kageru on December 12, 2012, 05:53:31 PM

It was designed to be a console game.

It will be interesting when someone does a weapons stat dump, see if there's any surprises.


Title: Re: Planetside 2
Post by: Kageru on December 12, 2012, 07:30:30 PM

Watch-towers are still decent, so the crown is still kicking. The main factor being any defensible location needs a somewhat protected spawn, which tech certainly no longer has.

True. Though the teleporter zapping you from the main spawn room to right under the point is about as good as it gets. Sadly it and the spawn room end up being camped anyway. I like the idea of the spawn room outside the tech plant on the way to the back doors; gives it a flanking aspect - though no one does so in force. Amp stations need a teleporter to the main building because... damn.

I went and had a look at one in my new purple suit.. It looks like they've removed the teleporter from the spawn room to the point. The spawn is now destined to be vehicle camped. The main vehicle bay shield (ie. the sunderer car park) has two shield generators on the flanks of the clutter in one fairly defensible and one mildly defensible small building. In other words if you don't have vehicular superiority (in which case why do you need a base?) you can't hold it.

The one I went and toured they hadn't even bothered to repair the generators and I can sort of see why.


Title: Re: Planetside 2
Post by: apocrypha on December 12, 2012, 11:17:45 PM
All kinds of graphical glitches for me since the patch.

Most egregious is every 10-15 mins all textures start flicking in & out of existence madly, forcing me to quit & restart the client. Couple of other outfit members were having the same problem. Completely unplayable.


Title: Re: Planetside 2
Post by: Kageru on December 12, 2012, 11:54:28 PM

That's been there since launch, it's really annoying. Though I only see it every couple of hours at worst. Every 10-15 minutes I'd stop playing.


Title: Re: Planetside 2
Post by: Jimbo on December 13, 2012, 01:18:15 AM
Has anyone bough or upgraded the Flash?  I'm interested in tricking out one with the 20mm cannon and better abilities.  Will it still cost only 25 mechanized resources if it is upgraded?  I hope so, as my tank stayed the same price even with the upgrades.

Any word on a Christmas sale on Station Cash?

I ended up getting the NS-11 for my medic and after adding the 4X scope, front grip, and long range ammo, it is a beast!  Great for all around battle types, I'm usually not the 1st one in the door, so I'm not too worried for CQB with him, since as a medic I should hang back, shoot, and heal or rez as needed.  I have no clue if the suppressor or silencer or flash suppressor are worth getting for this gun.

I'm hoping someone puts out a chart for the vehicles and infantry weapons on what damage they do, how they do, and what is better for what situation.


Title: Re: Planetside 2
Post by: Sparky on December 13, 2012, 02:42:23 AM
Patch has really screwed things up here too.  Half my outfit crash out simultaneously during hectic action.  Happened twice in about 1/2 hour before I called it a day.  Hope they hotfix that shit really fast.


Title: Re: Planetside 2
Post by: apocrypha on December 13, 2012, 02:43:23 AM
There was some discussion about silencers & suppressors going on in my outfit last night. One guy was saying they caused too much extra bullet drop, making medium/long range accuracy much harder.

Another guy was saying he got a lot more kills since people he was shooting at close range didn't know which way to turn to shoot back.


Title: Re: Planetside 2
Post by: 01101010 on December 13, 2012, 04:14:31 AM
All kinds of graphical glitches for me since the patch.

Most egregious is every 10-15 mins all textures start flicking in & out of existence madly, forcing me to quit & restart the client. Couple of other outfit members were having the same problem. Completely unplayable.

Been getting this randomly since launch. Oddly enough, it seems to clear after a bit. The screen starts blanking out at different angles and I start to stutter about then completely freeze after a minute or two. Then it seems to reset and everything goes back to normal. Happens in fights and in travel times.


Title: Re: Planetside 2
Post by: Miasma on December 13, 2012, 06:50:11 AM
Patch has really screwed things up here too.  Half my outfit crash out simultaneously during hectic action.  Happened twice in about 1/2 hour before I called it a day.  Hope they hotfix that shit really fast.
Yes that's a game breaker, we'll be in the middle of doing things and then the text box starts rolling with "soAndSo has gone offline" as everyone gets kicked for no reason.

There was some discussion about silencers & suppressors going on in my outfit last night. One guy was saying they caused too much extra bullet drop, making medium/long range accuracy much harder.

Another guy was saying he got a lot more kills since people he was shooting at close range didn't know which way to turn to shoot back.
It seems that at least half of people talking about how the attachments work are talking out their ass.  The changes are very subtle but since they just blew 100 certs on something they are convinced it's awesome, then there are the people who are dissapointed with the minor upgrade and swear it does nothing at all.  Yesterday they released the patch notes before the servers came down, so for a period of time people could read them and play the game before they were implemented.  People who didn't know the changes weren't actually live yet were reporting everything from "my class/faction is now broken!" to phantom fps improvement/loss.  It was all in their heads, nothing had even changed yet.

I wish you could preview cert upgrades on weapons the same way you can the weapons themselves, maybe make them only work at the warpgate to test them out.  Of course my weapon preview doesn't seem to work right now either...


Title: Re: Planetside 2
Post by: croaker69 on December 13, 2012, 07:09:39 AM
All kinds of graphical glitches for me since the patch.

Most egregious is every 10-15 mins all textures start flicking in & out of existence madly, forcing me to quit & restart the client. Couple of other outfit members were having the same problem. Completely unplayable.

Switching from full screen to windowed and back in graphics settings fixes it most times for me and can save that relog.


Title: Re: Planetside 2
Post by: Druzil on December 13, 2012, 10:40:09 AM
I also had the flickering bug once last night.  I flipped to windowed mode and back a few times and it eventually went away.  It took a few tries though.

How does everyone feel about the tech plant changes?  I was in one tech plant fight last night and it just got totally steam rolled.  Before it felt like the tech plant needed actual coordination and squad play to take which made it a bit unique.  I'll give it a few more goes though, like I said I only did one.


Title: Re: Planetside 2
Post by: Kageru on December 13, 2012, 07:17:35 PM

I'm mean to planetside. But getting an e-mail from SOE inviting me to celebrate christmas by checking out their other games puts things into perspective. What an impressive array of ancient, flawed and mediocre titles.

So I guess I should say that for SOE Planetside isn't too bad and a couple more patches could really turn it around for vanguard planetside.


Title: Re: Planetside 2
Post by: 5150 on December 14, 2012, 02:05:16 AM
Got an email about a daily xmas gift starting on the 13th (which they didnt send out until the 14th GMT!) so I logged in and can't find any gift.

Checked my notification and saw I had an alpha squad boost to claim, so I claimed it so I didnt lose it but I have no idea if, in doing so, I have also activated it which I dont want to do (the UI is very unhelpful)

/edit
Turns out I misread the 'gift', its actually just a discounted item in the store (today is a MAX helmet for 375 SC)


Title: Re: Planetside 2
Post by: Sparky on December 14, 2012, 03:43:14 AM
Triple Smedbucks on the 21st according to Reddit: http://www.reddit.com/r/Planetside/comments/14tx2u/triple_station_cash_december_21_2012/


Title: Re: Planetside 2
Post by: 5150 on December 14, 2012, 04:23:09 AM
I've got a couple of questions if someone can help out

Are sight unlocks per weapon? If I buy a 2x sight on weapon A will I have to cert it again on weapon B?

As part of the Alpha Squad I got a some weapon unlocks, I can see all of them in my loadout options except the assault rifle - any idea why or should I petition this?

How do you remove a camo skin and go back to the default? I only seems to be able to swap it for others (or I'm stuck if I only have 1)

Thanks

/edit
Found it - only seems to be available on the combat medic for some reason :-(


Title: Re: Planetside 2
Post by: Kageru on December 14, 2012, 04:44:08 AM

Yes, it's per weapon. So if two classes use a common weapon you'll get it on both. But not all the other very similar weapons of that type.

Only medics use Assault rifles.

I know there's a cosmerics tab and I would have thought you could remove it from that.. down the bottom of the character sheet. But not sure as I have no cosmetic items.


Title: Re: Planetside 2
Post by: 5150 on December 14, 2012, 05:01:08 AM

Yes, it's per weapon. So if two classes use a common weapon you'll get it on both. But not all the other very similar weapons of that type.

Only medics use Assault rifles.

I know there's a cosmerics tab and I would have thought you could remove it from that.. down the bottom of the character sheet. But not sure as I have no cosmetic items.

Thanks

Where do I find the strap on grenade launchers? Are they under the certs for that weapon or is it something I need to buy from the depot?
Someone earlier in the thread was talking about an underslung launcher on their TRAC carbine but I dont see an option on either of mine :-(

What sights do people recommend for a carbine? I'm torn between the Terran MH2 (2x), one of the 2 3.4x scopes or the 3x scope but I'm concerned ill loose too much peripheral vision with a scope and that more than 2x might be too much for a carbine?


Title: Re: Planetside 2
Post by: 01101010 on December 14, 2012, 05:44:54 AM

Thanks

Where do I find the strap on grenade launchers? Are they under the certs for that weapon or is it something I need to buy from the depot?
Someone earlier in the thread was talking about an underslung launcher on their TRAC carbine but I dont see an option on either of mine :-(

What sights do people recommend for a carbine? I'm torn between the Terran MH2 (2x), one of the 2 3.4x scopes or the 3x scope but I'm concerned ill loose too much peripheral vision with a scope and that more than 2x might be too much for a carbine?

http://planetside.wikia.com/wiki/Underbarrel_Grenade_Launcher

m203 attachments are on selective weapons only (mainly the S-variants) and not available to HA. They are cert-baed (100) under the rail category.


Title: Re: Planetside 2
Post by: kaid on December 14, 2012, 06:52:42 AM

Yes, it's per weapon. So if two classes use a common weapon you'll get it on both. But not all the other very similar weapons of that type.

Only medics use Assault rifles.

I know there's a cosmerics tab and I would have thought you could remove it from that.. down the bottom of the character sheet. But not sure as I have no cosmetic items.

This is one reason it is nice to get a good engineer/light assault gun as it is shared between them and any certs you stick on it work for both. So bang for the buck wise it is a great bang for the smedbuck and certs to tool up engies and light assaults at the same time.


Title: Re: Planetside 2
Post by: kaid on December 14, 2012, 06:53:43 AM
New interesting bug just killed me three times in the last 20 minutes. You get an "Out of bounds" counter when you are,like, somewhere random in the middle of the map. Sometimes just by moving round the counter disappears. Usually, it just gets to zero and kills you.

Literally:  :why_so_serious:

I have had this happen when I was in a drop pod. I spawn in to deploy in the drop pod and it says you are out of bounds and I blew up and died before I could get in range of the ground hehehe.


Title: Re: Planetside 2
Post by: 01101010 on December 14, 2012, 07:11:50 AM
New interesting bug just killed me three times in the last 20 minutes. You get an "Out of bounds" counter when you are,like, somewhere random in the middle of the map. Sometimes just by moving round the counter disappears. Usually, it just gets to zero and kills you.

Literally:  :why_so_serious:

I have had this happen when I was in a drop pod. I spawn in to deploy in the drop pod and it says you are out of bounds and I blew up and died before I could get in range of the ground hehehe.

Wondering if this is tied to the terrain issues they were having. The night after the patch everyone saw that traction on roads and such was horrible - at least from the first person perspective (or 3rd if you drive a sundy). I also noticed driving around with Bloodworth that his icon on the minimap continued to travel even though his vehicle on my screen was stopped completely - to which I rear-ended him, so it was "physically" there on my screen. However, on the map, it was still moving in a straight line. That might have a great deal to do with the out-of-bounds issues people are having.


Title: Re: Planetside 2
Post by: 5150 on December 14, 2012, 07:24:36 AM

Thanks

Where do I find the strap on grenade launchers? Are they under the certs for that weapon or is it something I need to buy from the depot?
Someone earlier in the thread was talking about an underslung launcher on their TRAC carbine but I dont see an option on either of mine :-(

What sights do people recommend for a carbine? I'm torn between the Terran MH2 (2x), one of the 2 3.4x scopes or the 3x scope but I'm concerned ill loose too much peripheral vision with a scope and that more than 2x might be too much for a carbine?

http://planetside.wikia.com/wiki/Underbarrel_Grenade_Launcher

m203 attachments are on selective weapons only (mainly the S-variants) and not available to HA. They are cert-baed (100) under the rail category.

Thanks, yes I need an S variant.

Any thoughts on my sights/scope question?


Title: Re: Planetside 2
Post by: Miasma on December 14, 2012, 08:02:32 AM
You can take off camo by selecting it again, it acts like a toggle.

Sights are really a personal taste matter.  There are youtube videos showing what they all look like for each faction.  I just use a 2x reflex on my Gauss Compact S.  Most fighting is close so it seems fine.  Anything above 2x takes a little longer to bring up and you lose a fair bit of peripheral, which is fine if you're fighting at range.

Also note that all grenade launchers are somewhat buggy right now, they sometimes don't restock from ammo packs and some of them are 'duds' that do no damage.


Title: Re: Planetside 2
Post by: Miasma on December 14, 2012, 08:06:20 AM
You mentioned terran: http://www.youtube.com/watch?feature=player_embedded&v=u66B67ICgQw .

Scum.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2012, 08:08:51 AM
That would be rightful overlords, to you.


Title: Re: Planetside 2
Post by: 5150 on December 14, 2012, 09:00:14 AM
You mentioned terran: http://www.youtube.com/watch?feature=player_embedded&v=u66B67ICgQw .

Scum.

Perfect - thanks


Title: Re: Planetside 2
Post by: Gets on December 14, 2012, 09:23:40 AM
The patch only fixed the entertaining comedy bugs and left all the annoying fun-ruining bugs in.


Title: Re: Planetside 2
Post by: 01101010 on December 14, 2012, 09:42:34 AM
The patch only fixed the entertaining comedy bugs and left all the annoying fun-ruining bugs in.

No more floppy? well shit... :oh_i_see:


Title: Re: Planetside 2
Post by: croaker69 on December 14, 2012, 12:13:57 PM
New interesting bug just killed me three times in the last 20 minutes. You get an "Out of bounds" counter when you are,like, somewhere random in the middle of the map. Sometimes just by moving round the counter disappears. Usually, it just gets to zero and kills you.

Literally:  :why_so_serious:

I have had this happen when I was in a drop pod. I spawn in to deploy in the drop pod and it says you are out of bounds and I blew up and died before I could get in range of the ground hehehe.

Got this once yesterday too.


Title: Re: Planetside 2
Post by: croaker69 on December 14, 2012, 12:16:26 PM
The patch only fixed the entertaining comedy bugs and left all the annoying fun-ruining bugs in.

No more floppy? well shit... :oh_i_see:

A new one for me yesterday was people with knees that bent in both directions while running so they looked completely Looney Tunes.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 14, 2012, 12:48:09 PM
They were just running, Enthusiastically! (http://www.youtube.com/watch?feature=player_embedded&v=gObvcCQbnUo#!)


Title: Re: Planetside 2
Post by: Kageru on December 14, 2012, 08:15:49 PM
This is one reason it is nice to get a good engineer/light assault gun as it is shared between them and any certs you stick on it work for both. So bang for the buck wise it is a great bang for the smedbuck and certs to tool up engies and light assaults at the same time.

The medium long range battle rifle is shared between engineer / HA (but is terrible), shotguns are Eng/Medic/LA but pretty limited (extremely short range with buckshot, not tried slugs).


Title: Re: Planetside 2
Post by: Gets on December 17, 2012, 05:01:48 AM
I've been certing up Medic (and a bit of MAX) while on my quest of finding fun in this shooting mans game. Thinking of getting the NS-11 rifle, which would leave me enough smedbux for some cosmetic bullshit after I got double Bursters and the vehicle weapon pack.


Title: Re: Planetside 2
Post by: Thrawn on December 17, 2012, 07:14:22 AM
For anyone thinking of actually buying Station Cash I would wait a bit.  The rumor is that one of the 12 days of Christmas sales (on the 21rst) might be triple Station Cash day.


Title: Re: Planetside 2
Post by: Miasma on December 17, 2012, 07:17:03 AM
It was confirmed by Smedly in a tweet so it's a sure thing.


Title: Re: Planetside 2
Post by: Viin on December 17, 2012, 11:21:55 AM
I've been enjoying playing this with Mrbloodworth's outfit for a little over a week now. They are mostly east coasters, but they seem to stay up pretty late at least a few nights a week.

My experience so far:
* Using the mini map while in a bigger facility is worthless (such as the Bio-labs where you can't tell where *anything* is).
* How you go about capturing facilities can get confusing. Apparently you don't *need* to down any generators or SCUs, but it does help. Just sitting on capture points will do it too.
* Anti-air is really weak, especially for infantry. Only Burster MAXs and Skyguard tanks seem to do any good against air. My lockon missile launcher (heavy assault weapon) gets distracted by flares too easily and when it does hit doesn't always do damage. Probably takes 3-4 (and you only have 4) to take down a single stupid fighter.
* And yet, I die very very quickly in my Mosquito (no flares yet).
* Heavy assault is the best class for ground combat.
* Engineer is my next favorite class for ground combat; can repair MAXs and tanks and stations. The gun you can deploy is OK but pretty limited and easy to get sniped while manning. Grenade launcher on the gun rocks.
* Playing in a semi-organized squad is much more fun than lone-rangering it. Even if you don't get much accomplished, dropping in with 6 other guys to surprise attack a facility is a lot of fun.

I bought the Vehicle Starter pack a couple days ago, which included extra weapons for every vehicle and some camo. Now my Lib and Mosquito are much more useful!



Title: Re: Planetside 2
Post by: Mrbloodworth on December 17, 2012, 12:13:44 PM
I appreciate you tossing your body at the objectives I call out. Repetitively :)


Title: Re: Planetside 2
Post by: Mrbloodworth on December 17, 2012, 12:33:57 PM
Well, this is certainly more Advertisement than we got for PS1 :)


PlanetSide 2: Ultimate Empire Showdown  (http://www.youtube.com/watch?v=8AmZvwAbUn4)


Title: Re: Planetside 2
Post by: 01101010 on December 17, 2012, 12:58:20 PM
Well, this is certainly more Advertisement than we got for PS1 :)


PlanetSide 2: Ultimate Empire Showdown  (http://www.youtube.com/watch?v=8AmZvwAbUn4)

*cringe

And Viin... rule #1, let BW go first... he is a bulletsponge - but bring medic gear to rez him.


Title: Re: Planetside 2
Post by: Miasma on December 17, 2012, 01:56:10 PM
Does he Bloodworth his commands by ordering attacks on targets that were already taken over twenty minutes ago?

I don't know who two of the three guys in that video are and I only know the first guy because he's a crybaby douchebag.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 17, 2012, 02:49:07 PM
Does he Bloodworth his commands by ordering attacks on targets that were already taken over twenty minutes ago?

lol


Title: Re: Planetside 2
Post by: Jimbo on December 17, 2012, 07:04:18 PM
When your faction takes a continent is there any other benefit?  Actually saw the NC take one of the continents the other night, we got a vehicle purchase bonus (10% off), which is nice.  But seems like they should give you some more rewards for doing that.

I've always liked the idea of having it that if one side takes all the other territory and locks the other factions, they can win the war.  Or heck, they could make it that after you cap all three continents, you then can invade the other's homeworld or something.  Then once on is victorious they could award points, then restart.



Title: Re: Planetside 2
Post by: Kageru on December 17, 2012, 07:07:04 PM

It's a dangerous slope when you reward the winning team with in-game bonuses.

The strategic layer of this game is, at best, half-baked. Perhaps one day SOE will finish it.


Title: Re: Planetside 2
Post by: schpain on December 17, 2012, 08:52:37 PM
Oh, and is anyone else supremely disappointed in the SOE sales???  5 days of helmets for each of the classes?  What the?


Title: Re: Planetside 2
Post by: Viin on December 17, 2012, 09:34:50 PM
Yes, those are weak. Some of the regular daily bundles are OK.


Title: Re: Planetside 2
Post by: Megrim on December 17, 2012, 10:15:03 PM
Diet-Valve.


Title: Re: Planetside 2
Post by: Kageru on December 17, 2012, 10:49:51 PM
The helmets look ugly / try-hard, you never see yourself, and most of the time others only see you as a distant figure without a "do not shoot" triangle above your head. I'm not much into cosmetic goods for my character but in this game I don't even get why you would want them.


Title: Re: Planetside 2
Post by: Cadaverine on December 17, 2012, 11:20:37 PM

The helmets look ugly / try-hard, you never see yourself, and most of the time others only see you as a distant figure without a "do not shoot" triangle above your head. I'm not much into cosmeric goods for my character but in this game I don't even get why you would want them.


They're for the kill screen, of course.  So the guy you just killed can see how ferocious you are.  Rawr!   :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on December 18, 2012, 07:07:36 AM
Quick reminder, the 21st is Triple Station cash for the day. Works with time cards too.


Title: Re: Planetside 2
Post by: Kageru on December 18, 2012, 08:14:06 AM

The helmets look ugly / try-hard, you never see yourself, and most of the time others only see you as a distant figure without a "do not shoot" triangle above your head. I'm not much into cosmeric goods for my character but in this game I don't even get why you would want them.

They're for the kill screen, of course.  So the guy you just killed can see how ferocious you are.  Rawr!   :awesome_for_real:

... It honestly didn't occur to me, mostly because I never pay attention to the kill screen.


Title: Re: Planetside 2
Post by: Cadaverine on December 18, 2012, 10:55:24 AM
I use the kill screen so I can see which idiot from my own team shot me in the back this time.


Title: Re: Planetside 2
Post by: 01101010 on December 18, 2012, 11:05:10 AM
I use the kill screen so I can see which idiot from my own team shot me in the back this time.


I do notice this as well... not so much the kill shot but the two assist icons are mostly TR and, surprisingly, grenades.  :oh_i_see:

Seems odd they do the 3 stars set up like in hockey for the kill screen.


Title: Re: Planetside 2
Post by: Gets on December 19, 2012, 05:34:34 AM
I bought the Skyguard for the Lightning tank. The wiki says it has a longer range than the Burster, which I am seriously putting into question. At least in a MAX I can SWOOSH! the fuck away at the first sound of rocketpod bukkake, whereas if I'd be in a Lightning it means two and half seconds away from death.

Where is the real-time out-of-game map they kept tooting on about? I want to have it open next to me on the laptop so I could multitask without falling out of the sky in whatever I happen to be flying.


Title: Re: Planetside 2
Post by: Kageru on December 19, 2012, 05:37:03 AM

I believe the skyguard is pretty much universally regarded as garbage. Both in itself and compared to the dual burster max.

Not that I've actually seen a skyguard in use.


Title: Re: Planetside 2
Post by: 01101010 on December 19, 2012, 05:53:23 AM
I bought the Skyguard for the Lightning tank. The wiki says it has a longer range than the Burster, which I am seriously putting into question. At least in a MAX I can SWOOSH! the fuck away at the first sound of rocketpod bukkake, whereas if I'd be in a Lightning it means two and half seconds away from death.

Where is the real-time out-of-game map they kept tooting on about? I want to have it open next to me on the laptop so I could multitask without falling out of the sky in whatever I happen to be flying.

Skyguard got a boost to projectile speed which I was fully on board with. The issue is the CoF at range. If you can make out the colors of the ESF, it is not bad, but firing at something in the distance? You'll be lucky to land 1/5 projectiles. There is also the rendering issue that is just balls right now in a vehicle. Of course that cuts both ways in that a MAX unit can fire on an aircraft and never render on the pilot's screen whereas a skyguard and ESF both have to be in render range to target each other - then the disparity is glaringly apparent. PS1, I loved the skyguard...it was one of the only vehicles I could manage better than not. Was overjoyed to see it incorporated into the lightning frame in this version, but it is not even close to where it should be.

The other burster arm on the MAX is much more cost effective so if you are debating it, stop and grab the MAX arm.


Title: Re: Planetside 2
Post by: Falconeer on December 19, 2012, 06:07:23 AM
I don't know what they think they fixed with the Ground to Air launcher, but it's fucked up. It freaking NEVER HITS for me. Sure, if the target is standing still, possibly AFK, eventually there's a chance my rocket is gonna hit them once, but most of the times they just shrug it off. This is not even about using flares, or moving around that much. For some reason, the pathing of these rockets and eventually the netcode make it so they frequently do not deal any damage, no matter how precisely they hit the target. This is particularly visible not just on ESF (they seem to always being able to just do a few twirl and lose the rocket), but on Liberator and Galaxy too. You see the rocket getting up there, connecting... and not registering a hit or dealing any damage. So annoying.


Title: Re: Planetside 2
Post by: Viin on December 19, 2012, 09:15:01 AM
I don't know what they think they fixed with the Ground to Air launcher, but it's fucked up. It freaking NEVER HITS for me. ...

Yeah I was very disappointed. Anti-air needs a big boost, there needs to be a faster way to clear the skies from the ground, at least in a reasonably sized area.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 19, 2012, 09:21:42 AM
All Infantry Weapons are on sale today.

Also:
Quote
The servers will come down at 6:00 AM PT for a brief maintenance. Downtime is anticipated to be less than one hour. Players may notice the following changes:

    
  • The Annihilator Rocket Launcher is now available to all empires. This weapon has the ability to lock on to both aircraft and vehicles. It cannot fire without a lock on.
  • Reaver Decoy Flares should now correctly reflect their intended price.
  • Horns should now equip correctly (We really mean it!)
  • Decals are now available to show your allegiance in the Ultimate Empire Showdown! Don't be left out.


Title: Re: Planetside 2
Post by: Trippy on December 19, 2012, 09:24:55 AM
People bought horns :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on December 19, 2012, 09:26:04 AM
I have heard a number of them in my recent time playing.


Title: Re: Planetside 2
Post by: Thrawn on December 19, 2012, 09:35:41 AM
I don't know what they think they fixed with the Ground to Air launcher, but it's fucked up. It freaking NEVER HITS for me. Sure, if the target is standing still, possibly AFK, eventually there's a chance my rocket is gonna hit them once, but most of the times they just shrug it off. This is not even about using flares, or moving around that much. For some reason, the pathing of these rockets and eventually the netcode make it so they frequently do not deal any damage, no matter how precisely they hit the target. This is particularly visible not just on ESF (they seem to always being able to just do a few twirl and lose the rocket), but on Liberator and Galaxy too. You see the rocket getting up there, connecting... and not registering a hit or dealing any damage. So annoying.

I have no idea if they do, but if they function the same was as Air to Air missiles they only try to hit from the back.  So if you lock and fire at me and I fly straight at you, the missile will miss because it will try to loop around behind me and the turn is too tight.   :oh_i_see:  (It works great against A2A, try it some time.)


Title: Re: Planetside 2
Post by: Viin on December 19, 2012, 09:49:15 AM
Lame!  :uhrr:


Title: Re: Planetside 2
Post by: Miasma on December 19, 2012, 09:51:00 AM
Probably old but I hadn't seen this easter egg of the BFR that planetside 1 people talk about:

http://www.youtube.com/watch?v=bt_E-h5Rq_c


Title: Re: Planetside 2
Post by: Falconeer on December 19, 2012, 11:27:29 AM
The Air to Air are super effective, they pretty much hit all the time. The Ground to Air are pathetic.

Not sire if anti-air still needs a boost. MAX anti-air bursters are really good now if you ask me. It's just this stupid Ground-to-Air missile that is a waste of money and time-


Title: Re: Planetside 2
Post by: Druzil on December 19, 2012, 12:24:45 PM
The Air to Air are super effective, they pretty much hit all the time. The Ground to Air are pathetic.

Not sire if anti-air still needs a boost. MAX anti-air bursters are really good now if you ask me. It's just this stupid Ground-to-Air missile that is a waste of money and time-

Yeah I have double Burster MAX and I think it's good how it is now.  I mean it's about impossible to kill a full health Galaxy or Lib in one pass by yourself, but you can still put a hurting on a Lib.  ESFs go down fairly quickly as long as you have a good angle on them and they are in a decent range.

My main issue is the 'bailing out' that 100% of everyone does because the game mechanics encourage it.  I rarely get a kill when I take down an aircraft.   I really think they either need to add 3-5 second ejection timer/animation for air-born aircraft or make anyone that ejects from an aircraft on a parachute so that they are easily visible and can be taken down.  The instant ejection suicide is just silly.


Title: Re: Planetside 2
Post by: Viin on December 19, 2012, 12:36:26 PM
I eject when I am LA and can jet down safely. Which I try to do a lot, since I die all the freakin' time in a plane.


Title: Re: Planetside 2
Post by: 01101010 on December 19, 2012, 12:57:13 PM
All Infantry Weapons are on sale today.

Also:
Quote
The servers will come down at 6:00 AM PT for a brief maintenance. Downtime is anticipated to be less than one hour. Players may notice the following changes:

    
  • The Annihilator Rocket Launcher is now available to all empires. This weapon has the ability to lock on to both aircraft and vehicles. It cannot fire without a lock on.

I can only hope these things hit like a paper wad because a lot of people are going to be very angry at purchasing an Anti-air and/or anti-ground rocket launcher and now having access to this.

They should seriously consider refunds of SC purchased stuff..though I have no clue how they'd do it. I'd gladly trade in my skyguard for a fraction of the SC I spent or even cert points (though that would probably be gamebreaking).


Title: Re: Planetside 2
Post by: Kageru on December 19, 2012, 03:15:30 PM
The Air to Air are super effective, they pretty much hit all the time. The Ground to Air are pathetic.

Not sire if anti-air still needs a boost. MAX anti-air bursters are really good now if you ask me. It's just this stupid Ground-to-Air missile that is a waste of money and time-

Burster max are pretty weak. A skilled pilot can jink and be out of there long before they take any meaningful damage. Meanwhile the burster max needs engi support, is incredibly vulnerable to everything (high powered AA gun's bounce off flesh apparently), lacks mobility and has terrible XP gain over time. I've played as one for a couple of hours on top of the crown, with lots of air activity, and getting kills requires a careless or overly aggressive pilot. Though since pilots don't like getting hit a couple of them can discourage ESF hovering at close range and Lib's hovering at longer.


Title: Re: Planetside 2
Post by: Nija on December 19, 2012, 05:19:05 PM
Burster MAXes may be weak individually, however...

I don't use mine unless I'm with about a half dozen other clan-mates and we're dropping everything in the sky. Coordinated attacks letting the air get fairly close.

Good times.


Title: Re: Planetside 2
Post by: Kageru on December 19, 2012, 05:34:17 PM

Yeah, with multiple burster max, a secure environment so you don't get over-run by tanks and infantry (thus a well garrisoned crown or organized platoon), and some co-ordination you can get a kill (and minimal XP) on a incautious pilot. Still don't consider it much in the way of balance given that air has amazing mobility, fewer vulnerabilities, better XP potential and a much wider range of targets.

The best one I saw was 4-6 max, supporting engineers and sunderer in a valley outside our spawn. Quite a few air flying low and not paying attention, since they were leaving the spawn, bought it. But in the end one of them brought up a tank and cleared it with a couple of random infantry.

I've pretty much gotten to the point in this game I only defend the crown or the point from which an attack is being launched. Since all bases are the same, and I don't care about territory, there's no goal other than some vaguely balanced action.


Title: Re: Planetside 2
Post by: Jimbo on December 20, 2012, 04:51:39 AM
Since tomorrow is the big sale, what are some of you all getting?

My wish list:

S type carbine for TR and NC

AP ammo for both TR and NC on the tanks

AP or skyguard for the lightning tank  not sure though...

Might take the machine gun for the flash


I've got the NS-11 for both TR and NC medic's I play, and it is quite effective for my play style.  If I was doing more close quater combat, I might take a different weapon.

Anyone have a suggestion on the TR or NC light machine guns?


Title: Re: Planetside 2
Post by: Falconeer on December 20, 2012, 05:21:37 AM
I want to pimp up my anti-infantry Max but I can't make up my mind about Mattock, Hacksaw and Grinder. Any of you feel like sharing some personal experience with those weapons? I have a double-scattercannon upgraded to slug ammo which is a lot of fun in very-close quarters, so I wonder how the other weapons compare to that. Especially considering that they all seem to have 7 rounds per mag (Grinder might have 9 I think) and short range only. How many differences justify the 4 different weapons?


Title: Re: Planetside 2
Post by: 01101010 on December 20, 2012, 05:59:47 AM
Since tomorrow is the big sale, what are some of you all getting?

My wish list:

S type carbine for TR and NC

AP ammo for both TR and NC on the tanks

AP or skyguard for the lightning tank  not sure though...

Might take the machine gun for the flash


I've got the NS-11 for both TR and NC medic's I play, and it is quite effective for my play style.  If I was doing more close quater combat, I might take a different weapon.

Anyone have a suggestion on the TR or NC light machine guns?


I'd hold off on the skyguard till they tighten up the CoF for it. Take the AP or HEAT rounds for it - you'll do much better.

My wish list:
  • a HA gun for my TR - not sure which. (been working on the HA role just to get a feel for it)
  • second burster arm and maybe dual Mercy arms since the outfit seems to be all about MAX crashes (even though I think MAXs are just too flimsy in their current state)
  • the Flare for my dirty VS whoring
  • rainbow decals!
  • oh and a shotty for my LA
then I am going to sit on the rest of my SC till new stuff comes out.


Title: Re: Planetside 2
Post by: Miasma on December 20, 2012, 07:16:32 AM
Double xp from the 21st to Jan 2nd.

https://twitter.com/j_smedley/status/281551603453014018


Title: Re: Planetside 2
Post by: 01101010 on December 20, 2012, 07:38:04 AM
Yeah... Sadly, I won't be back to play till the 24th. But a week straight to cert my new weapons will be nice. Now if Higs and the crew would get something working to even out the continent pops instead of having the faction zerg on each continent. It is becoming routine to see 60% for each faction on each continent which is just sad. They put in limits on PS1 per continent, might be time to think about a way to do that here.


Title: Re: Planetside 2
Post by: Kageru on December 20, 2012, 07:45:35 AM

They nerfed the defensive turrets on the crown (2 of the AV weapons vanished). I have not the slightest idea what thoughts are going through their heads. Other than perhaps desperation from falling activity.

I might buy a couple of bucks of station cash, but I'm not going to spend it until the game settles a bit.


Title: Re: Planetside 2
Post by: 01101010 on December 20, 2012, 07:53:00 AM
Meh. The Crown is just a big king of the hill tower fight. It has no inherent value other than farming xp/certs - which is now the name of the game...rather than trying to take over a continent that immediately gets flipped back. There are still fights to be had in some places, but the zerg and cert farming is where the game has turned. I am a pretty big critic of the game, before and still, but I am playing it and having a good time for the most part...but they definitely need to adjust some things on the "battle front" because those large battles that were promoted as being this game's calling card is falling by the wayside for maximizing cert gains with least effort. Go figure.

I hope once people get their stuff fleshed out with certs, that a refocus on the fighting will start...though I highly doubt it.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 20, 2012, 07:57:00 AM
Only thing that may refocus that idea, is whatever they put on top of the game.


Title: Re: Planetside 2
Post by: WayAbvPar on December 20, 2012, 09:11:21 AM
I am not spending another cent or another Smedbuck until they make unlocks global across the account. They talk about it, but I haven't seen it done yet.


Title: Re: Planetside 2
Post by: apocrypha on December 20, 2012, 10:23:02 AM
Kinda lost interest in this a few days ago, not logged on since.

Unlocks too expensive & certs too slow to come in, no point to take territory or defend it except to grind certs, terrible ground/air balance, no global unlocks. 3 month sub cancelled, there's just not enough game here to warrant spending any money on at this point.


Title: Re: Planetside 2
Post by: Malakili on December 20, 2012, 10:25:24 AM


Unlocks too expensive & certs too slow to come in, no point to take territory or defend it except to grind certs


This is basically exactly what I have felt.  I just haven't logged in and don't miss it. One of the things that drew me into World War 2 Online was that there was this war going on all the time and it had a sense of persistence, so I felt involved in the big picture.  In Planetside 2 it is just logging into a larger scale session shooter with a crappy free to play model. 


Title: Re: Planetside 2
Post by: Megrim on December 20, 2012, 11:50:09 AM
I want to pimp up my anti-infantry Max but I can't make up my mind about Mattock, Hacksaw and Grinder. Any of you feel like sharing some personal experience with those weapons? I have a double-scattercannon upgraded to slug ammo which is a lot of fun in very-close quarters, so I wonder how the other weapons compare to that. Especially considering that they all seem to have 7 rounds per mag (Grinder might have 9 I think) and short range only. How many differences justify the 4 different weapons?

For what its worth, I've been fragged by most MAX variants I think, and the Hacksaw was the consistent. Like, "run around a corner and/or over a hill and *blam* dead" consistent. Usually I have time to get out of the way since most people can't aim.


Title: Re: Planetside 2
Post by: Kageru on December 20, 2012, 04:35:50 PM

The grinding certs actually helps cover for the lack of any depth in the game. Without it people would take even less time in coming to the conclusion that nothing they do has any meaning, there's limited variety, and that if they just want to death-match other games do it better.

The crown was a place to reliably find action, either attacking or defending, and since the strategic level of the game is meaningless that's really all you want. But the designers seem to consider people fighting over a base a fault to be repaired. I think they have visions of massive combined arms fights in the territory around the bases but there's no mechanics to give that any focus and the game balance heavily favours air in that situation.

I'm vaguely tempted to do a token log in so I can get some passive certs (yummy, yummy certs) but I can't see much to buy that will drastically improve my game-play, and it's going to take them many months to build some depth in the game. Assuming they don't sack or re-assign the dev crew once activity fades.


Title: Re: Planetside 2
Post by: Miasma on December 20, 2012, 07:33:15 PM
Triple station cash is live now, seems to have gone in early, plus the deal from today is still active so you can buy now 3x and then get 15% off vehicle weapons.


Title: Re: Planetside 2
Post by: WayAbvPar on December 21, 2012, 09:22:38 AM
As tempting as 3x is, I am not spending a dime until I get my unlocks so I can play other factions without either gimping myself or spending more money.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 21, 2012, 09:27:46 AM
This caused me to pass out my X-mass gifts to friends early :)

Apparently, there are also reports of wall-mart running out of station cash cards all over. I guess the report on Battlefield heroes was right.


Title: Re: Planetside 2
Post by: Lantyssa on December 21, 2012, 10:42:37 AM
As tempting as 3x is, I am not spending a dime until I get my unlocks so I can play other factions without either gimping myself or spending more money.
You can buy the Station Cash now and not spend it until later.  It doesn't go away.


Title: Re: Planetside 2
Post by: WayAbvPar on December 21, 2012, 10:44:35 AM
True, but if I decide that PS2 is not enough fun to spend money on, it is stuck there. Like the 100 Smedbux I had on there from whenever they last shit on their customers and tried to soothe them with almost worthless currency.


Title: Re: Planetside 2
Post by: Venkman on December 21, 2012, 07:49:04 PM
Yea that kinda only works for anyone playing at least one other SOE game.

For me, I've never had anywhere near enough loyalty to a specific video game company to buy their pretend trans-game currency. It's an article of faith to take that leap, and I'm as fickle as they are.

I kinda wish I cared enough about PS2 to support it. But both in beta and now, it's just not something I think is sustainable. I am very glad they went f2p over subs, but I kinda wish they had launched in like March or some other dead month as a $40 box sale, no subs, but with some marketing. Probably no more an option for them than f2p was for PS1, but if wishes were horses...

There's just no point to it right now beyond a cool Halo-looking kinda/sorta BF combat feel with way more option.

Sure, ok, there's no real point to any of these games if you want to get philosophical. But here, the one thing that sets it apart, the persistent map, has kinda no purpose. Spend a few minutes getting to the cert farm or spend probably the same amount of time in game over/loading screens in Black Ops 2. Not much a difference.


Title: Re: Planetside 2
Post by: Lantyssa on December 21, 2012, 08:30:48 PM
I play enough SOE stuff off and on that it's worth it to get a cheap card or two with each triple cash day if I don't have a balance.

But then I still fiddle with Free Realms, Clone Wars, DCO, and even Pox Nora once in a while.


Title: Re: Planetside 2
Post by: Venkman on December 21, 2012, 08:45:20 PM
I will say that PS still represents a something that hasn't been fully realized yet. Same with the first gaem imho. No idea if they'll get there this time. But I do feel the foundation is stronger.


Title: Re: Planetside 2
Post by: Kageru on December 21, 2012, 10:23:09 PM

They dream of getting a fraction of the console shooter population and minting money hats. They don't want to make PS evolved. Which frankly is a shame.

I almost look forward to them coming out with EQ3 and trying to appeal to the console action RPG crowd so they can gut that franchise too.


Title: Re: Planetside 2
Post by: Venkman on December 22, 2012, 02:48:18 PM
Wait, do they actually think they're going to get FPS traction here? Maybe if they mean CoD on Wii U level of traction, I could see that. But if they're really targeting even BF levels on an X360, that's some kind of crazy kool-aid they're drinking. I would have thought that'd have been beaten out of them 3 or 4 years ago.

By comparison, EQ3 on a console (like, designed for one, not just gimped to make it work on one), that could have a chance. As long as Bethesda, Blizzard, EA or Ubisoft don't come out with one within the same six month window  :awesome_for_real:


Title: Re: Planetside 2
Post by: Kageru on December 22, 2012, 03:46:09 PM

It's the only thing that explains most of the design choices. Dominance of vehicles that only need a single player, fast TTK, instant action drops, bases designed to discourage any sort of lengthy siege or restrict your movement. They dream of epic shoot outs in and between the huge bases they've created but there's no game-play reason for that to actually happen, and they've got no sense of style at all. Plus whenever things get interesting the client lag spikes.

I don't think enough people remember EQ for it to have any pull in the market, let alone requiring them to remember it fondly.


Title: Re: Planetside 2
Post by: ZenScrotum on December 22, 2012, 04:46:55 PM

It's the only thing that explains most of the design choices. Dominance of vehicles that only need a single player, fast TTK, instant action drops, bases designed to discourage any sort of lengthy siege or restrict your movement. They dream of epic shoot outs in and between the huge bases they've created but there's no game-play reason for that to actually happen, and they've got no sense of style at all. Plus whenever things get interesting the client lag spikes.

I don't think enough people remember EQ for it to have any pull in the market, let alone requiring them to remember it fondly.

   Bot sure what Planetside 2 "you're" playing but I'm part of epic shootouts like you describe every day.....


Title: Re: Planetside 2
Post by: Kageru on December 22, 2012, 05:00:47 PM
Defending the crown came close, even if it was repetitive... other than that it was just random vehicles farming the mid-field and organized groups over-running bases.

At the moment, with the new station cash, the sky is full of amazingly bad novice pilots drunkenly weaving around and rocket-podding anything that moves. Though the guy thinking he could fire from just above the launch pad and get kills in the adjoining base seemed somewhat optimistic. But heck, dumb fire HE shots into infantry and you probably will get pay off.

But really I expected a large scale shooter with some sort of strategic goal or flow making up for the poorly structured, laggy and imbalanced battles and the game doesn't have it.


Title: Re: Planetside 2
Post by: ZenScrotum on December 22, 2012, 05:06:20 PM
   Oh, I knew 10 minutes into beta that flying wasn't ever gonna be my thing in PS2. I mostly drive Sundies, and hunt them. yes, The Crown has some of the best battles. Tawrich Tech plant, TI Alloys although that kind of lumps in with the Crown. I manage to find good battles almost daily.


Title: Re: Planetside 2
Post by: Kageru on December 22, 2012, 05:13:27 PM

Shame they nerfed the crown and gutted tech plants. The tech choke points were poorly designed but at least it meant a battle built up.

Maybe in 6-12 months they'll have refined, polished and got the strategic layer working. But gamers are so fickle these days I expect them to be facing population issues long before then.


Title: Re: Planetside 2
Post by: Viin on December 22, 2012, 05:15:14 PM
I agree with you Kageru.

They have the core fighting mechanisms mostly figured out (tweaking still, but capabilities are fairly well know). If they don't start putting in *reasons* to fight, besides cert grinding, they will start losing pop in 3.. 2.. 1... OK, I give them a month before a downward trend.


Title: Re: Planetside 2
Post by: Venkman on December 22, 2012, 06:05:39 PM
It's the only thing that explains most of the design choices. Dominance of vehicles that only need a single player, fast TTK, instant action drops, bases designed to discourage any sort of lengthy siege or restrict your movement. They dream of epic shoot outs in and between the huge bases they've created but there's no game-play reason for that to actually happen, and they've got no sense of style at all. Plus whenever things get interesting the client lag spikes.

Wait, we're supposed to do something in between the bases? I thought that was just the loading screen between bases. It's too easy to just spawn in whatever base is nearest to the one being overrun (by your side or theirs).

I am never short on epic battles though. I always jump to whatever is the most or second most active area. I generally play vehicle healer or Sundy defender, as Engineer or Heavy, though most of my certs are from sitting in a turret...

Quote
I don't think enough people remember EQ for it to have any pull in the market, let alone requiring them to remember it fondly.
Hehe, which is why I couldn't figure out the business rationale to a sequel to this game  :grin:


Title: Re: Planetside 2
Post by: Malakili on December 22, 2012, 06:24:18 PM
I agree with you Kageru.

They have the core fighting mechanisms mostly figured out (tweaking still, but capabilities are fairly well know). If they don't start putting in *reasons* to fight, besides cert grinding, they will start losing pop in 3.. 2.. 1... OK, I give them a month before a downward trend.

Hell, I was among the most excited about this game and I already don't log in.  I even paid 15 bucks for a month of premium on launch and haven't been asses to log in during the last week.


Title: Re: Planetside 2
Post by: Venkman on December 22, 2012, 06:56:29 PM
At the moment, with the new station cash, the sky is full of amazingly bad novice pilots drunkenly weaving around and rocket-podding anything that moves. Though the guy thinking he could fire from just above the launch pad and get kills in the adjoining base seemed somewhat optimistic. But heck, dumb fire HE shots into infantry and you probably will get pay off.
And that for me is where the game ended.

This is the first f2p MMO I've played where cash directly equates to power. Every other one I've played have gotten there obliquely, mostly with temporary buffs. Getting better at something in PS2 is more than trumped by guessing wrong about which weapon to bring to a fight. That by itself is manageable, because you just need to be adaptable, don't go too deep on one thing right way, so on. But when you layer in cash purchases of weapons, now it's the true financial arms race people doomcasted back in the days when MTX was called RMT.

That's fine too if people want it. Please of people pay for M:TG cards too :-) But it's not for me. If I have to suffer post-purchase MTX cash shops, I much prefer it be the cosmetics-only type. In part so I can mock admire those more narcissistic dedicated than I in the game  :awesome_for_real:

I don't condemn PS2 nor SOE for doing what they think needs doing. After all, I got 30 hours of a free game, which is never bad. But, well, good luck with it.


Title: Re: Planetside 2
Post by: snowwy on December 23, 2012, 07:42:34 AM
At the moment, with the new station cash, the sky is full of amazingly bad novice pilots drunkenly weaving around and rocket-podding anything that moves. Though the guy thinking he could fire from just above the launch pad and get kills in the adjoining base seemed somewhat optimistic. But heck, dumb fire HE shots into infantry and you probably will get pay off.
And that for me is where the game ended.

This is the first f2p MMO I've played where cash directly equates to power. Every other one I've played have gotten there obliquely, mostly with temporary buffs. Getting better at something in PS2 is more than trumped by guessing wrong about which weapon to bring to a fight. That by itself is manageable, because you just need to be adaptable, don't go too deep on one thing right way, so on. But when you layer in cash purchases of weapons, now it's the true financial arms race people doomcasted back in the days when MTX was called RMT.

That's fine too if people want it. Please of people pay for M:TG cards too :-) But it's not for me. If I have to suffer post-purchase MTX cash shops, I much prefer it be the cosmetics-only type. In part so I can mock admire those more narcissistic dedicated than I in the game  :awesome_for_real:

I don't condemn PS2 nor SOE for doing what they think needs doing. After all, I got 30 hours of a free game, which is never bad. But, well, good luck with it.

You are wrong.The Rocket Pods is the only pay-to-win weapon in the game. But you can still wreck shit with the standard gun. For every other slot on any soldier or vehicle the basic gun is good enough, or even best in class.


Title: Re: Planetside 2
Post by: Gets on December 23, 2012, 09:28:19 AM
I'm more bothered by the aforementioned problem of not having access to the things you bought on different servers than any pee-two-wee. I would like to try and play with three gaming groups who happen to all be on different servers, each playing the three different factions. I feel really gimped.


Title: Re: Planetside 2
Post by: brellium on December 24, 2012, 01:45:30 PM
Well this game is a piece of shit, runs poorly, crashes, fails to render enemies and is horribly unbalanced.

I've had it crash at log in, crash 20 seconds in the game, and then the crash with half the squad I'm in.  Then to top it off I had the launcher crashing continuously forcing a re-install. 

Now the station cash has shown how unbalanced air is, I was manning a flak turret and a fighter lined up directly on the turret and spammed it to death while I was shooting it at point blank range.



Don't play unless you enjoy getting famed by air.


Title: Re: Planetside 2
Post by: Surlyboi on December 24, 2012, 02:00:58 PM
Unless that fighter was up-armored to the max, it shouldn't have been able to survive a direct confrontation like that.

The hackers are out though. I got repeatedly headshot at long range by a guy with a 24-character name and a SAW with nothing but iron sights.


Title: Re: Planetside 2
Post by: Malakili on December 24, 2012, 02:20:25 PM
I've been playing Natural Selection 2 more lately.  That game has more strategy on its session based shooter sized maps that this thing does in three continents worth of facilities.


Title: Re: Planetside 2
Post by: brellium on December 24, 2012, 03:02:31 PM
I've been playing Natural Selection 2 more lately.  That game has more strategy on its session based shooter sized maps that this thing does in three continents worth of facilities.
I uninstalled it, signed up for a metacritic account and flagged it with a zero.

And yes, even up-armored up the wazoo it shouldn't have been able to do that at 20 yards.  They deserve the zero I gave them on metacritic for listening to the beta bitching about AA and air not being able to pwn with impunity.


Title: Re: Planetside 2
Post by: angry.bob on December 24, 2012, 09:46:25 PM
The Air stuff is just too fucking powerful, and the AA stuff is next to useless. Even burning real money on AA options for infantry, MAX, and Lightning were ineffective. It takes so many hits from any of the AA weapons that the air stuff almost never dies and all you've done is alert them that there's some XP available for them. The problem for them is that WoP does air combat sooooooo much better there's no reason to play Planetside.


Title: Re: Planetside 2
Post by: Megrim on December 24, 2012, 09:57:25 PM
You guys must be playing on some super advanced servers for elite gamers only, where air actually matters and is at all relevant.


Title: Re: Planetside 2
Post by: Surlyboi on December 24, 2012, 10:01:32 PM
When the entire opposing force is air and you've got an unorganized rabble defending, yes, air is overpowered. The other night, I had a squad of five MAXes all with AA gear. We ate up the TR air assault.


Title: Re: Planetside 2
Post by: Megrim on December 24, 2012, 10:13:03 PM
When the entire opposing force is air and you've got an unorganized rabble defending, yes, air is overpowered. The other night, I had a squad of five MAXes all with AA gear. We ate up the TR air assault.

Well yea, but they can't exactly flip points, can they?


Title: Re: Planetside 2
Post by: Falconeer on December 24, 2012, 10:22:04 PM
My only complain about air and anti air is how useless the anti air rocket launcher is. Seems more bugged than just weak. New buffed maxes are definitely effective if used properly, in squads. Also, real anti air is more air, and yes, as someone else said, airplanes don't flip points. It's super frustrating when air superiority devastate your ground troops over and over, but that's when mindless rushing out of the spawn point with your favourite generic setup doesn't work anymore. You have two choices at that point: 1) Join a good squad and form an AA division right away - or 2) Re-deploy to a different less invaded area, with less airplanes and more ground fighting. Gladly the game gives plenty ways to do that and get the hell out of frustrating lost battles.


Title: Re: Planetside 2
Post by: Surlyboi on December 24, 2012, 10:34:05 PM
When the entire opposing force is air and you've got an unorganized rabble defending, yes, air is overpowered. The other night, I had a squad of five MAXes all with AA gear. We ate up the TR air assault.

Well yea, but they can't exactly flip points, can they?

They don't need to. They just farm you until your force gives up and logs out of frustration then they roll in and take what they want.


Title: Re: Planetside 2
Post by: brellium on December 24, 2012, 11:53:49 PM
The Air stuff is just too fucking powerful, and the AA stuff is next to useless. Even burning real money on AA options for infantry, MAX, and Lightning were ineffective. It takes so many hits from any of the AA weapons that the air stuff almost never dies and all you've done is alert them that there's some XP available for them. The problem for them is that WoP does air combat sooooooo much better there's no reason to play Planetside.
It is, and it's persistent, I mean in KAAOS we would run 2 squads of reavers eventually we would all get shot down, but there's always that much air up in the skies it's just either friendly or unfriendly.


Title: Re: Planetside 2
Post by: Kageru on December 25, 2012, 12:45:40 AM
You guys must be playing on some super advanced servers for elite gamers only, where air actually matters and is at all relevant.

I can't even imagine a planetside not dominated by air at this point.

If the bases gave reasonable protection from air (other than maybe bio-dome) and the strategic level demanded you take and hold them it might work. But the bases are vehicle friendly and the resource constraints pretty minimal. Also air superiority magnifies your ability to keep armor alive, and it's even better at base clearing.


Title: Re: Planetside 2
Post by: brellium on December 25, 2012, 07:11:02 AM
You guys must be playing on some super advanced servers for elite gamers only, where air actually matters and is at all relevant.

I can't even imagine a planetside not dominated by air at this point.

If the bases gave reasonable protection from air (other than maybe bio-dome) and the strategic level demanded you take and hold them it might work. But the bases are vehicle friendly and the resource constraints pretty minimal. Also air superiority magnifies your ability to keep armor alive, and it's even better at base clearing.
I'm debating if it's worthwhile to download the game for a third time just to delete my br 26 and 15 characters to ensure I don't bother ever coming back.

It's as if the devs lifted every single shitty design decision from BF2/3 and implemented them in this game, plus with the unstable client, getting stuck on terrain constantly as a vehicle, falling through the world, and even a suicide by walking into a terrain feature.

I mean the game has overwhelming air which lacks any reasonable counter other than everyone on the current battlefield loading up as AA, they implemented one shot sniper weapons for a class that cloaks and engages from just inside the render range making it possible they never render at all, and they enable hitbox detection which just encourages aimbots in a FTP game requiring an auto ban if your K/D and HS% are too high.

To top it off I haven't seen an MMO this crash prone since Shadowbane.

<brell> Kbot be shadowbane
<kbot> kboterror.exe


Title: Re: Planetside 2
Post by: Falconeer on December 25, 2012, 07:29:44 AM
You are very bitter about this. Game is not as bad as you say, especially in the

with the unstable client, getting stuck on terrain constantly as a vehicle, falling through the world, and even a suicide by walking into a terrain feature.

department.

Either you are very unlucky, or stuck on noticing only the negatives.


Title: Re: Planetside 2
Post by: Trippy on December 25, 2012, 08:34:02 AM
I suicided by deploying a turret yesterday :awesome_for_real:


Title: Re: Planetside 2
Post by: brellium on December 25, 2012, 08:36:04 AM
You are very bitter about this. Game is not as bad as you say, especially in the

with the unstable client, getting stuck on terrain constantly as a vehicle, falling through the world, and even a suicide by walking into a terrain feature.

department.

Either you are very unlucky, or stuck on noticing only the negatives.
Falconeer, this is the first MMO where I got to witness the auto-updater/launcher continuously fail to initialize, I've never seen an XHTML autolauncher get corrupted, I doubt I've ever seen an autolauncher all together fail to launch, requiring a re-install. I'm supposed to have faith in a bunch of devs who can't even code HTML in manner that keeps it from being corrupted?


Title: Re: Planetside 2
Post by: rattran on December 25, 2012, 09:27:06 AM
The last 2 times I played, I got deaded repeatedly by hackers. Which killed my desire to bother. I had some fun in the game, if you get even a small ineffective group it's fun, but not with the level of hackers infesting it.


Title: Re: Planetside 2
Post by: Surlyboi on December 25, 2012, 10:27:42 AM
You are very bitter about this. Game is not as bad as you say, especially in the

with the unstable client, getting stuck on terrain constantly as a vehicle, falling through the world, and even a suicide by walking into a terrain feature.

department.

Either you are very unlucky, or stuck on noticing only the negatives.

I kinda agree with Falc. It's a bit of a shitshow, but it's not THAT bad. And the installer dying sounds like you may be running into storage issues. It's really unforgiving if you're low on hard drive space.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 25, 2012, 10:51:37 AM
The Air stuff is just too fucking powerful, and the AA stuff is next to useless. Even burning real money on AA options for infantry, MAX, and Lightning were ineffective. It takes so many hits from any of the AA weapons that the air stuff almost never dies and all you've done is alert them that there's some XP available for them. The problem for them is that WoP does air combat sooooooo much better there's no reason to play Planetside.

Air is the counter to air, allways has been. Its a combined arms game, not battleefiled where you down a jet with hand gun.


Title: Re: Planetside 2
Post by: Nija on December 25, 2012, 11:59:45 AM
If you guys think this game is crash prone you should check out Darkfall 2.0.


Title: Re: Planetside 2
Post by: brellium on December 25, 2012, 12:01:32 PM
You are very bitter about this. Game is not as bad as you say, especially in the

with the unstable client, getting stuck on terrain constantly as a vehicle, falling through the world, and even a suicide by walking into a terrain feature.

department.

Either you are very unlucky, or stuck on noticing only the negatives.

I kinda agree with Falc. It's a bit of a shitshow, but it's not THAT bad. And the installer dying sounds like you may be running into storage issues. It's really unforgiving if you're low on hard drive space.
I have 8 gigs of RAM and half a TB on this HD empty with default windows settings for virtual memory which is 8-12 gigs.


Title: Re: Planetside 2
Post by: Pennilenko on December 25, 2012, 12:09:16 PM
I literally have not crashed once or had any other technical issues of any kind. I'm not saying that there aren't bugs. I do, however, think that there is strong evidence that you are PC inept or at the very least have a dodgy set up.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 25, 2012, 02:56:17 PM
Yeah, I know there are crashes, but I crash maybe, one every 7 hours of gameplay.

I do have to say, there are a number of spots to get stuck in, i just bug them, and move on. But they are annoying, and always seem to be right where I was about to preform the most epic thing in all of epicness. But we will never know now!


Title: Re: Planetside 2
Post by: Nija on December 25, 2012, 05:46:01 PM
This game does have area crashes. I roll with about half a platoon to a full platoon, and we'll have instances where an entire area will all crash out.

No idea what causes it yet, but I've seen 20 friendlies and who knows how many enemies just disappear. It makes defenses and offensives interesting sometimes. Very 'welp' moments for sure.

Edit: We even had a pretty funny situation last week or the week before when the buster nest all crashed at once. We were all ra-ra'ing, kicking ass and shooting down planes, to absolutely zero air cover instantly.


Title: Re: Planetside 2
Post by: snowwy on December 25, 2012, 06:28:14 PM
I had about half a side of shit directed at Brellium, and then my browser crashed: DAMN YOU SOE for making a fun game i've spent more cash on than any other game the past few years.
You are full of shit and blah blah blah. This is a tip brell , your PC sucks ass. Mine is old and run this game phantastically. Get rid of that stone-age 4-core and enjoy the fun, it's worth it, trust me


Title: Re: Planetside 2
Post by: brellium on December 25, 2012, 08:10:38 PM
I had about half a side of shit directed at Brellium, and then my browser crashed: DAMN YOU SOE for making a fun game i've spent more cash on than any other game the past few years.
You are full of shit and blah blah blah. This is a tip brell , your PC sucks ass. Mine is old and run this game phantastically. Get rid of that stone-age 4-core and enjoy the fun, it's worth it, trust me
No I figured out what the Issue is, if you end up with nvidia's physx installed on your machine and your video card doesn't support it (it somehow installed with XCOM) the game will call on it and then crash. Which explains why half my squad was crashing at the same time.


Title: Re: Planetside 2
Post by: Kageru on December 25, 2012, 09:27:55 PM
Air is the counter to air, allways has been. Its a combined arms game, not battleefiled where you down a jet with hand gun.

Air is the counter to *everything* which is why it is not a combined arms game. Air superiority also means you can run vehicle columns which means infantry is pointless.

That said the other half of the problem is the infantry role being reduced due to bases being so open to domination by vehicles. Barring the biolabs and crown which are probably up for nerfing.

I haven't had that many crash problems. But I do find the game has client side lag at the worst times (like the first time you see the enemy).


Title: Re: Planetside 2
Post by: Jimbo on December 25, 2012, 10:23:57 PM
My ancient (damn I didn't think it was...but I've been lazy) of only a duo core (the 3.00 intel) 8 GB of RAM, GTX 260, and windows 7 professional 64bit, has been rock solid.  I've only had one crash to desk top when an area crash happened.  I did have 1 episode of spawning a tank and falling threw the world.  But so far so good, and I don't usually have a problem seeing the people shooting at me.


Title: Re: Planetside 2
Post by: Surlyboi on December 25, 2012, 11:01:58 PM
My Retina MacBook Pro has only had a couple of crashes and they've all been since the last patch.


Title: Re: Planetside 2
Post by: Gets on December 26, 2012, 01:27:17 AM
Doubtful if the developers enjoying their holiday care much about crashes right now, but there is a rumor that area crashes can be deliberately caused by TK'ing a full Sunderer, and at least one group taking advantage of this. Maybe something to do with the GUI listing so many kill notices at once. I don't mind getting curbstomped by a column of tanks, since my side has the option of getting their own column of tanks. However I am bothered by splash damage killing you from behind a wall. Repeatedly.

Also, I really hate how Planetside 2 has made spawn camping a part of fights. The one way shield at spawn rooms and teleporter rooms make half the biolabs a joke.  A stairwell would have been a better solution than this C4-on-the-porch bullshit. Outside of that you're either fighting on the helipad or trying to dodge Liberator and rocketpod spam to get onto the helipad. And even then it's Burster MAXing an endless wave of fighters and Liberators, which is fun until Carpal Tunnel starts settling in.


Title: Re: Planetside 2
Post by: Kageru on December 26, 2012, 03:58:53 AM

I think what really aggravates is that it is very close to be being epic. The framework for large combined arms battles are there. PS1 gave them a framework to start with and a certain degree of interest. But the game design is too timid to really try anything that makes it more than a big shoot-em-up. They clearly want the Modern Warfare audience, and the money they represent so much. But I don't think they have the style, flash and advertising budget to compete in that arena. And in the process they've given up on many of the things that could have made it truly unique and interesting.

Of course this is from the perspective of someone who was hoping for a strategic shooter or even PS1 perfected.


Title: Re: Planetside 2
Post by: Pennilenko on December 26, 2012, 07:13:04 AM
I respect most of the people here and value your opinions. I just don't have the same play experience as many of you. I have many more completely insane fun experiences compared to bad experiences, by an exponentially large ratio. I can't see how so many have such poor experiences. It would help me understand if I could figure out what some of you want from the game. For me, when I log in, I just want to get in some fights, take some bases and earn some certs. All of that happens pretty regularly. I am not a super star either, I have more deaths than kills, but I unlock certs fast enough to be happy and enough people die at my hands for me to feel like I get my moneys worth. Money being zero spent. I don't get endlessly farmed by vehicles, air or otherwise. When ever I feel like being in a grinder fight, I go to the crown or a bio-lab.


Title: Re: Planetside 2
Post by: Malakili on December 26, 2012, 07:55:33 AM
It would help me understand if I could figure out what some of you want from the game. For me, when I log in, I just want to get in some fights, take some bases and earn some certs. 

I would like a game which has a legitimate longer term strategic layer.  I want to fight a war, not battles.  One of the thing that I love about, for example, World War 2 Online is that I felt a "part" of that war even when I wasn't logged in.  I could log into my squad forums and talk strategy for the upcoming weekend, I could follow the progress of the war at www.lagus.org/webmap, etc.  Despite its scale, Planetside 2 really is session-based, in that nothing beyond the current session matters. 


Title: Re: Planetside 2
Post by: Falconeer on December 26, 2012, 08:19:52 AM
My experience is 100% like Pennilenko's.

Sure, I would LOVE more strategy and persistence, that would change this game from "lots of fun" to "fantastic", but in this case the lack of features ia not impacting my fun one bit, one month after launch. Sure, it will impact longevity pretty soon, but as of now I am still having a blast. It probably helps that I am having little to no technical issues. Maybe I wouldn't be so well disposed if I had to spend too much time fighting against bugs.


Title: Re: Planetside 2
Post by: Malakili on December 26, 2012, 08:51:22 AM
My experience is 100% like Pennilenko's.

Sure, I would LOVE more strategy and persistence, that would change this game from "lots of fun" to "fantastic", but in this case the lack of features ia not impacting my fun one bit, one month after launch. Sure, it will impact longevity pretty soon, but as of now I am still having a blast. It probably helps that I am having little to no technical issues. Maybe I wouldn't be so well disposed if I had to spend too much time fighting against bugs.

The thing is, I have like 20 games installed that are "lots of fun" so if the thing that might set the game apart and make it unique (the strategic layer) is missing, then I have no particular reason to fire it up over something else.


Title: Re: Planetside 2
Post by: Surlyboi on December 26, 2012, 09:11:35 AM
My experience is 100% like Pennilenko's.

Sure, I would LOVE more strategy and persistence, that would change this game from "lots of fun" to "fantastic", but in this case the lack of features ia not impacting my fun one bit, one month after launch. Sure, it will impact longevity pretty soon, but as of now I am still having a blast. It probably helps that I am having little to no technical issues. Maybe I wouldn't be so well disposed if I had to spend too much time fighting against bugs.

I think that's where I stand. Is it fun now? Sure. Will it still be fun a month from now? With no stickiness to make me want to keep playing, I'm not sure. Repetition gets old.


Title: Re: Planetside 2
Post by: Slayerik on December 26, 2012, 09:31:57 AM
A good outfit kept me in PS1 a lot longer than I should have. I think it will be similar here...Very cool to be part of a 30 man MAX rush or 140 man combined arms raid.


Title: Re: Planetside 2
Post by: Sparky on December 26, 2012, 09:36:17 AM
I respect most of the people here and value your opinions. I just don't have the same play experience as many of you. I have many more completely insane fun experiences compared to bad experiences, by an exponentially large ratio. I can't see how so many have such poor experiences. It would help me understand if I could figure out what some of you want from the game. For me, when I log in, I just want to get in some fights, take some bases and earn some certs. All of that happens pretty regularly. I am not a super star either, I have more deaths than kills, but I unlock certs fast enough to be happy and enough people die at my hands for me to feel like I get my moneys worth. Money being zero spent. I don't get endlessly farmed by vehicles, air or otherwise. When ever I feel like being in a grinder fight, I go to the crown or a bio-lab.

Agreed, I'm a massive scrub with a .5 K:D ratio but find the game great fun.  Always have something fun going on when I log in and outside of the 2x XP times my outfit is always up for securing larger strategic goals like preventing the hated TR locking a continent or sniping a Biolab.  I think a lot of your enjoyment comes from being in an outfit that regularly does stuff and being on a balanced server.  I'm with the Goons on Mattherson which probably helps, great big outfit on a very active server.

Big armor pushes, epic infantry battles and even defending a completely cut off Biolab for hours is just much more engaging than grinding out a level in GW2.


Title: Re: Planetside 2
Post by: 01101010 on December 26, 2012, 10:04:45 AM
A good outfit kept me in PS1 a lot longer than I should have. I think it will be similar here...Very cool to be part of a 30 man MAX rush or 140 man combined arms raid.

You're VS, no one cares.  :awesome_for_real:


Title: Re: Planetside 2
Post by: Slayerik on December 26, 2012, 10:41:09 AM
F U Elmo (tried messaging you the other day to come fight, BTW : )


Title: Re: Planetside 2
Post by: Mrbloodworth on December 26, 2012, 12:18:47 PM
(http://www.deviantart.com/download/293399522/terran_republic_propaganda_by_ziliran-d4uokiq.jpg)


Title: Re: Planetside 2
Post by: Trippy on December 26, 2012, 12:26:26 PM
Fascist.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 26, 2012, 12:36:23 PM
(http://yfrog.com/j4c1pp:iphone)

 :awesome_for_real:


Title: Re: Planetside 2
Post by: Pennilenko on December 26, 2012, 01:07:38 PM
Also if you are not on Mattherson you are probably on the wrong server.


Title: Re: Planetside 2
Post by: brellium on December 26, 2012, 01:42:14 PM
(http://yfrog.com/j4c1pp:iphone)

 :awesome_for_real:
:heart: :awesome_for_real: :awesome_for_real: :heart:


Title: Re: Planetside 2
Post by: Kageru on December 26, 2012, 05:16:13 PM
For me, when I log in, I just want to get in some fights, take some bases and earn some certs. All of that happens pretty regularly.

Taking bases with an organized group? Since the bases are designed to be more fun to attack than defend, and the air horde favors shooting the "Randoms" at wherever the PUG hotspot is (ie. crown), I'm sure the experience is quite different. Especially if you like vehicles.

I did try that though and didn't think it was much more fun. Taking a base in PS2 has no weight, it's just a flag with an XP reward when it changes color. And as a "battlefield" the PS2 maps have no character. Though I guess it also allows for battles where you have numbers, initiative and organization and you are fighting people who have none of those which can be somewhat fun.

I'll look at the game when the strategic layer and the base fights have a meaningful flow of battle, when the resource layer means you care about territory under threat and when vehicle spam is either limited or constrained from dominating so much of the fight. But there's not even any indication they intend to move in that direction so far.


Title: Re: Planetside 2
Post by: Surlyboi on December 26, 2012, 05:27:03 PM
(http://th01.deviantart.net/fs71/PRE/f/2012/324/d/2/new_conglomerate_propaganda_by_bac0nbr0ny-d5lnw2i.png)


Title: Re: Planetside 2
Post by: shiznitz on December 26, 2012, 06:26:36 PM
Now that I have finally been able to give this game some hours, I have to conclude that it is more similar to PS1 than different.  I am still good at the same kinds of things and bad at the same kinds of things.  I actually find lightnings - one of my PS1 strengths - to be even more fun and easier use.  

I have played engineer guy, MAX AA and AI and Lightning.  I even tried HA and was mildly successful holding a cap point with some randoms.  I even got a kill streak notice once (4 kills without dying?) which NEVER happens to me.  Snipers are still annoying.  I still have trouble in head to head gunfights.  The trick for me is to find a good place where I can catch the enemy unawares.

As to the comments that one can buy power, there is some truth.  I spent my Alpha SC on double AA Max and double AI Max.  I bought the jackhammer and it has worked for me.  That said, I bought some other infantry guns that didn't do anything noticeably better than what I was given at the start.  I would spend $20 to get mines for my engy right now if I could.

The game is grindy, but not intolerable.  I made BR8 in about 5 hours of total play even though I am quite rusty. I am not a kill whore but my K/D is just under .4 which is good for me.

Sticking with it.  


Title: Re: Planetside 2
Post by: 01101010 on December 26, 2012, 07:35:27 PM
Shotguns + LA = :heart:



Title: Re: Planetside 2
Post by: Trippy on December 26, 2012, 08:29:02 PM
(http://yfrog.com/j4c1pp:iphone)

 :awesome_for_real:
They do need people too :awesome_for_real: Funny how in both games Vanu is under-represented.


Title: Re: Planetside 2
Post by: Trippy on December 26, 2012, 08:31:08 PM
Snipers are still annoying.
Snipers are even more annoying in 2 cause of one shot kills with a head shot. That wasn't possible in 1.


Title: Re: Planetside 2
Post by: Trippy on December 27, 2012, 12:12:09 AM
Playing in an organized platoon is a horrible way to get XP :oh_i_see:


Title: Re: Planetside 2
Post by: Surlyboi on December 27, 2012, 12:42:12 AM
Snipers are still annoying.
Snipers are even more annoying in 2 cause of one shot kills with a head shot. That wasn't possible in 1.


Snipers are only annoying if they're good or extremely lucky.


Title: Re: Planetside 2
Post by: 01101010 on December 27, 2012, 06:54:54 AM
Playing in an organized platoon is a horrible way to get XP :oh_i_see:

This is actually an important point. Organized stuff to take objectives and secure territory (you know, the "theme" of the game) has horrible returns. SOE needs to refocus on that part because right now it is more XP rewarding to Lone Wolf it in a fly-fly or camp some biolab farm.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 27, 2012, 08:12:53 AM
Playing in an organized platoon is a horrible way to get XP :oh_i_see:

 :grin:

If anyone would like to join us on Mattherson, TR, we have weekly game nights two times a week. ( Wed / Fri )

Sign up here: http://bastardbattalion.enjin.com/home

And in game.


Title: Re: Planetside 2
Post by: Slayerik on December 27, 2012, 08:42:43 AM
Playing in an organized platoon is a horrible way to get XP :oh_i_see:

 :grin:

If anyone would like to join us on Mattherson, TR, we have weekly game nights two times a week. ( Wed / Fri )

Sign up here: http://bastardbattalion.enjin.com/home

And in game.

Damn, our big nights are Thursday and Sunday.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 27, 2012, 10:30:46 AM
Those are just the nights set up to Plan around, not the only nights people play.


Title: Re: Planetside 2
Post by: Slayerik on December 27, 2012, 10:33:59 AM
Those are just the nights set up to Plan around, not the only nights people play.

Ditto. I was hoping our big raids would clash epicly.


Title: Re: Planetside 2
Post by: kaid on December 27, 2012, 11:55:34 AM
It would help me understand if I could figure out what some of you want from the game. For me, when I log in, I just want to get in some fights, take some bases and earn some certs. 

I would like a game which has a legitimate longer term strategic layer.  I want to fight a war, not battles.  One of the thing that I love about, for example, World War 2 Online is that I felt a "part" of that war even when I wasn't logged in.  I could log into my squad forums and talk strategy for the upcoming weekend, I could follow the progress of the war at www.lagus.org/webmap, etc.  Despite its scale, Planetside 2 really is session-based, in that nothing beyond the current session matters. 

I do think that eventually more will need to be done on the strategic level for planetside 2. Right now there is really not enough wow factor for fully capping a continent. I think planetside2 is off to a really good start all the basic stuff to succeed is there for them especially once they can tweak the draw range a bit more and from that its something they can expand upon pretty easily. The PS1 strategic stuff changed drastically at least a few times that I remember and near the end other than the caves which i did not care for had a very solid higher end strategy and still fun session type stuff for those who just want to join a zerg and go shoot people.

Right now I think there needs to be more of a rewards for actually capping a continent and also more rewards for defending. Right now a lot of times the zergs seem to avoid eachother a bit where one side hits one continent the other sides zerg strikes elsewhere.

Saturday I had a ton of fun hooking up with a random outfit who needed some more bodies to annoy the hell out of the vanu. The vanu zerg was hitting esemir and we decided we wanted to keep them from capping it. We wound out being able to deck out a couple galaxies with some escorte mossies and liberators and were having a ton of fun running around and striking fast and moving to keep them from ever fully capping the continent. I had not really seen the power of a fully upgraded/manned galaxy in ps2 most people just fly them to the destination and everybody and the pilot bails. The galaxy is actually pretty damn impressive combat vehicle if you have all the guns manned and maybe one or two good mossie pilots to help keep you from getting swarmed by enemy ESF. One galaxy run lasted almost 2 hours before they managed to finally kill us. It was a good demonstration of how a smaller agile group can keep a zerg from capping a planet.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 27, 2012, 01:17:48 PM
Those are just the nights set up to Plan around, not the only nights people play.

Ditto. I was hoping our big raids would clash epicly.

We can arrange that.




Also: The Multiplayer Shooter of the Year 2012: PlanetSide 2 (http://www.pcgamer.com/2012/12/26/the-multiplayer-shooter-of-the-year-2012-planetside-2/)


Title: Re: Planetside 2
Post by: Trippy on December 27, 2012, 04:10:51 PM
Drop podding on a friendly Galaxy will destroy the Galaxy :awesome_for_real:

However, drop podding on a friendly Sunderer will destroy the drop pod :grin:


Title: Re: Planetside 2
Post by: Sparky on December 27, 2012, 05:00:58 PM
However ramming a Sunderer with a Galaxy will destroy the Sundie, and the Galaxy too (unless I just hit the ground right after).  My dream is to find a full Sundie and ram it with my air whale.


Title: Re: Planetside 2
Post by: Surlyboi on December 27, 2012, 07:47:16 PM
There's a video out there of some guy jumping out of his fighter, landing on a galaxy, planting C4 and then jumping off the galaxy and blowing it up. I'll see if I can find it and link it later.


Title: Re: Planetside 2
Post by: 01101010 on December 27, 2012, 09:49:13 PM
Man... tonight was the night to relive those insane PS1 mad house days. Getting our asses handed to us only to have reinforcements come roaring in to help at the last minute...back and forth all night. Haven't seen stuff like this is a loooooong time.

(https://dl.dropbox.com/u/33271127/PS2gals.jpg)

yes, those were at least 8/12 each with about 7 more behind it. And we actually held the base against that insanity.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2012, 07:34:04 AM
Looks epic, sad I missed it.

Also, if any of you find that titillating please sign up at.... Oh, you know the drill :) Seriously, more players on at more times means more fun!


(http://24.media.tumblr.com/fb9ac0e7d6f54e892f2ec29dfe7d36d8/tumblr_mfnlpbSi191r4vqgoo1_400.jpg)


Title: Re: Planetside 2
Post by: Trippy on December 28, 2012, 12:07:09 PM
TIL: There's a 3rd person view for vehicles :facepalm: Also, PgDn gives you the vehicle menu.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2012, 12:12:55 PM
See, you need friends like us. We would have told you that, unlike those Vanu bastards!


Title: Re: Planetside 2
Post by: Trippy on December 28, 2012, 12:36:33 PM
NC, you mean.


Title: Re: Planetside 2
Post by: Mrbloodworth on December 28, 2012, 12:37:15 PM
NC, you mean.


They are even worse!


Title: Re: Planetside 2
Post by: shiznitz on December 28, 2012, 02:33:38 PM
Well, I had one of those great PS moments yesterday.  My new outfit held the small "base" next to the TR Esamir warpgate for about 40 minutes.  We were under constant air and armor attack and we just kept blasting those bastards back with MAX and HA. It was just one of those perfect sessions.  I gained 2 BR.  It was so good I spontaneously became a 12 month premium member.  I may regret that later, but I the shine was on.


Title: Re: Planetside 2
Post by: Surlyboi on December 28, 2012, 03:22:14 PM

You shut your fascist whore mouth.


Title: Re: Planetside 2
Post by: Der Helm on December 28, 2012, 05:17:32 PM
I heard there was double xp going on ? And is anybody playing tonight ? (NC, Matherson, I think)


Title: Re: Planetside 2
Post by: Trippy on December 28, 2012, 06:59:09 PM
Yes, it's double XP through New Year's.


Title: Re: Planetside 2
Post by: Viin on December 28, 2012, 07:49:59 PM
I'll be playing but not until later tonight (prolly midnight EST) but I'm TR on Matherson or whatever its called. Don't worry though, I rarely get kills unless I happen to run you over when my mosquito goes out of control.


Title: Re: Planetside 2
Post by: Jimbo on December 30, 2012, 06:48:22 AM
OMG!  I actually can fly now, didn't even try using a gamepad yet, but was screwing around, bought some Air to Air pods and the attack cannon, seems like pretty fun.  Vehicle combat is awesome, they at least got that right.

I have been playing in Bonkers Outfit, it is awesome since they have a ton of people, heck yesterday they had 2 Platoons going.  Of course they are TR on the east coast, but fun to try out the other empires.  I wonder why they don't throw the cash into 3 servers on East Coast, 3 on West Coast, that way they could limit you to one faction and prevent a lot of the 4th teaming that would happen.  I guess they plan on keeping that down by only having 3 slots you can make characters with.  I made one for each server on the East Coast to try out the factions.

Gonna suck though when double xp ends.  What the xp rate is right now feels great.  Slowing it down sucks.

Although I'm wondering how much more it will keep me going, my son got me Battlefield 3 Premium for my Christmas/b-day, and they have a new expansion out.



Title: Re: Planetside 2
Post by: shiznitz on December 30, 2012, 04:53:37 PM
The xp and offline cert bonuses from being a monthly subscriber is nuts.  A 12 month sub it is only $10 a month and gives 500 SC every month so it is really only $5 a month net of that SC.  I pulled that trigger once I knew I enjoyed the game.  That said, after buying full AA and AI max sets with my SC, there isn't a ton of stuff I am dying to spend it on.


Title: Re: Planetside 2
Post by: Gets on December 31, 2012, 02:54:19 AM
I've used two 7 day XP boosters so far and feel like the smedbux would have been better spent on straightforward cash shop items, and that's during double XP.


Title: Re: Planetside 2
Post by: Miasma on January 01, 2013, 11:39:32 AM
The time to kill is way too God damn fast in this game.  I really hate dying in a quarter second to someone.  I ragequit if it happens twice in a row.

Also, fuck liberators.


Title: Re: Planetside 2
Post by: croaker69 on January 01, 2013, 11:42:34 AM
Also, fuck liberators.

This.  Too much armor.


Title: Re: Planetside 2
Post by: Surlyboi on January 01, 2013, 01:36:31 PM
Too much armor and too much power on the upgraded belly gun.


Title: Re: Planetside 2
Post by: Pennilenko on January 01, 2013, 02:11:54 PM
Some of you need to get out of the zerg and join organized outfits.


Title: Re: Planetside 2
Post by: Trippy on January 02, 2013, 03:04:51 AM
I took out a Liberator with a Spawn Beacon drop pod tonight :awesome_for_real:


Title: Re: Planetside 2
Post by: Engels on January 02, 2013, 09:25:15 AM
Actually, to me a lib has enough armor. It shouldn't be taken out by 3 single guided shoulder fired missiles. I think that the tanks and single pilot planes need MORE armor, infantry needs MORE armor. In general, people die waaay too fast in this game. Its hard to think in any long term way if you know the chances of you surviving an encounter of any sort are very limited.

IMHO, life spans in PS1 were done right. You could get ambushed by 3 people but duck or retreat and still have options. You go around a corner with 3 people in it and there's zero chance of survival.

I know, I know, that's more 'realistic', but its a game that needs game mechanics, not ballistic realism.


Title: Re: Planetside 2
Post by: shiznitz on January 02, 2013, 09:50:09 AM
The faster TTK compared to PS1 does require slightly different tactics if you aren't the Heavy Assault/frontlines kind of player.  When I play as an engineer, I make an effort to not engage in gunfighting at all.  I make sure everyone around me has ammo, repair the MAXes and the Sunderers.  This involves a lot of running around, but not a lot of shooting.  For kills, I look for those perfect MAX moments when enemy infantry is trying to press through a door or I join another AA MAX (since it really takes two concentrating fire to kill any aircraft reliably) on a ridge away from the main action.  I use HA sometimes, but it is mostly to get the AV weapon to fire on enemy vehilcles.  I am only successful with my jackhammer when I am being sneaky, looking for lone infantry to ambush.  I end up being ambushed plenty myself though.

Certs I would recommend to the FPS challenged among us:

Forward hand grip on whatever gun you like best - this made a huge accuracy differece for me

Grenade launcher on your engy gun (Gauss Compact S for NC) - as an engy, you can resupply yourself so the 2 grenade capacity is moot and the grenades one shot infantry on a direct hit

Infantry killing gun on your lightning - a lone lightning is unlikely to defeat a MBT or a sundy so go for infantry kills.  Shoot and run.

Overall, if you play with a focus on staying alive vs getting kills, you might have more fun.  There is always a lone enemy somewhere you can pwn in reasonable safety.


Title: Re: Planetside 2
Post by: croaker69 on January 02, 2013, 03:43:31 PM
Actually, to me a lib has enough armor. It shouldn't be taken out by 3 single guided shoulder fired missiles. I think that the tanks and single pilot planes need MORE armor, infantry needs MORE armor. In general, people die waaay too fast in this game. Its hard to think in any long term way if you know the chances of you surviving an encounter of any sort are very limited.

IMHO, life spans in PS1 were done right. You could get ambushed by 3 people but duck or retreat and still have options. You go around a corner with 3 people in it and there's zero chance of survival.

I know, I know, that's more 'realistic', but its a game that needs game mechanics, not ballistic realism.

I don't have any issues with the infantry side but then I'm HA.

I've put in some time with a dual-burster max putting magazine after magazine into lib bellies.  3 full clips to get them down to 50%?  It's a flying prowler that always hits top armor and can scarper off in a reload cycle.   

I agree that the single-seats are probably too fragile.  A full clip and they're done.  But generally due to mobility + firepower I'm not shedding tears for any air yet.


Title: Re: Planetside 2
Post by: Surlyboi on January 02, 2013, 04:19:56 PM
Some of you need to get out of the zerg and join organized outfits.

Organized outfits have nothing to do with the ability of a liberator to drop an entire fireteam with one shot.


Title: Re: Planetside 2
Post by: Pennilenko on January 02, 2013, 04:47:32 PM
Some of you need to get out of the zerg and join organized outfits.

Organized outfits have nothing to do with the ability of a liberator to drop an entire fireteam with one shot.

Bad on the fire team for staying in a 5 meter ball all bunched up. Unless you were exaggerating with the one shot business. A full squad is twelve people. Two AA max, and an anti air heavy will clear a single undefended lib all day long. It's not the liberators fault that a squad hasn't equipped itself for air defense.


Title: Re: Planetside 2
Post by: Kageru on January 02, 2013, 06:23:12 PM
Liberators have too much armor because the AA has too many designed in weaknesses. The COF and damage drop from an AA max at liberator engagement range means it is is little more than annoying from what I've seen. Plus the rewards for playing AA are terrible and come with heavy vulnerabilities in the face of all the other threats ground based AA face and can't fly away from.

Infantry tend to cluster because they're focusing on an objective, defending or attacking a choke, funneled by the landscape or spawning. Lots of opportunity for a tank or air to drop an HE shell and get multiple kills at minimal risk.


Title: Re: Planetside 2
Post by: Surlyboi on January 02, 2013, 10:21:07 PM
Some of you need to get out of the zerg and join organized outfits.

Organized outfits have nothing to do with the ability of a liberator to drop an entire fireteam with one shot.

Bad on the fire team for staying in a 5 meter ball all bunched up. Unless you were exaggerating with the one shot business. A full squad is twelve people. Two AA max, and an anti air heavy will clear a single undefended lib all day long. It's not the liberators fault that a squad hasn't equipped itself for air defense.

And it's not the fireteam or the squad's fault that there are 5 libs in the air at the same time and no friendly air support. In some circumstances, you're wrong.


Title: Re: Planetside 2
Post by: Pennilenko on January 03, 2013, 07:33:58 AM
I'm not trying to attack you. I am just saying you should be able to find some cover, and also have some personal air defense. I don't think you are going to get it though, so I will just leave it alone. I have never had a problem personally with liberators even when there was a sea of them.

From my personal experience, I say on team speak, or platoon voice chat that there is a fucking sea of liberators get some air in here. Guess what happens next. A sea of friendly air comes in and clears them out.

I'm sorry that this game isn't what you are looking for though.


Title: Re: Planetside 2
Post by: 01101010 on January 03, 2013, 09:38:22 AM
I'm not trying to attack you. I am just saying you should be able to find some cover, and also have some personal air defense. I don't think you are going to get it though, so I will just leave it alone. I have never had a problem personally with liberators even when there was a sea of them.

From my personal experience, I say on team speak, or platoon voice chat that there is a fucking sea of liberators get some air in here. Guess what happens next. A sea of friendly air comes in and clears them out.

I'm sorry that this game isn't what you are looking for though.

Well there is a glaring point here that if you do not push in as a group, you will get picked off one by one as you go into a choke point. So it is tactically important to group up and move in unison - sure you could spread a bit, but the AoE from a Zephyr negates all that. Secondly, zephyr shells have a nice splash damage so hopefully your cover is deep enough to not get any of those effects. I am glad you can call in air support, but the average player hardly has that ability - and even then, you hope the friendly air find it worth their time to leave whatever zerg force they are flying around with to come help you with a liberator problem.

I dislike the libs, but don't see them as anything more than a ground denial unit. They move away when you start flakking them or plink them with your ESF. My only beef with them are those fucking stealth zephyr rounds that show no explosions - just me, then dead, then death spam at the top showing a zephyr gun by my name. If the explosion doesn't render, my death shouldn't either.


Title: Re: Planetside 2
Post by: shiznitz on January 03, 2013, 11:05:47 AM
In a combined arms game, there will always be some group of players on the map who are ill-equipped to handle a situation the confronts them.  The fact that this happens is a not as flaw in the game design or a flaw in any single piece of equipment.  The best AA will always be other aircraft.  Ground-based AA should not be more powerful than air-to-air options.


Title: Re: Planetside 2
Post by: Tmon on January 03, 2013, 04:12:38 PM
I gave in and downloaded it today, so far I'm just cannon fodder.  I did manage to man a turret and shoot down some planes which was fun.  It would be nice if there was a tutorial to play through, I suppose it would be easier if I'd ever played an actual first person shooter before.


Title: Re: Planetside 2
Post by: Trippy on January 03, 2013, 04:15:22 PM
I suppose it would be easier if I'd ever played an actual first person shooter before.
Uh, yeah. Though fortunately you can still contribute and gain XP even if you can't kill anybody.


Title: Re: Planetside 2
Post by: Surlyboi on January 03, 2013, 06:21:27 PM
Not saying I don't like it. I'm still playing it (When I'm not playing TSW). But Lib spam is still bullshit.


Title: Re: Planetside 2
Post by: Kageru on January 03, 2013, 06:47:57 PM
In a combined arms game, there will always be some group of players on the map who are ill-equipped to handle a situation the confronts them. 

Which is why air is really weak to..... oh, never mind.

In a combined arms games there needs to be some reason why air-power is not dominant. Limited numbers of air-craft works (but the PS2 resource model doesn't), vital area's that need extended infantry fights (which PS2 bases generally don't).

I look forward to seeing where they take the game in 6-12 months. Whether they can add depth before they player-base gets bored.


Title: Re: Planetside 2
Post by: Gets on January 04, 2013, 03:33:54 AM
I'm playing, but I'm getting tired of the regular day to day bullshit. Gameplay wise I'm fine with taking a beating if once in a blue moon I get to experience some awesome moments, like fending off a combined assault on a base from both factions, but all of my sessions end with the mass crash or the texture flickering bug that's like some twisted way of adding variety in the form of an induced epileptic seizure. Once either of those happen I really don't feel like relogging to just beat my head against BZC's band of merry sycophants some more.

Fix the bugs, fix the rendering and let me use the items I bought on all the servers. These are the only real cockstab issues I get cockstabbed in every time I play.


Title: Re: Planetside 2
Post by: shiznitz on January 04, 2013, 08:32:17 AM
It was really hard to save up 100 certs.  Then I spent it on getting a mine for my engy and I learn that mines and ammo packs use the same slot.  Fuck.  And I am still stuck with the lame ass turret.


Title: Re: Planetside 2
Post by: Viin on January 04, 2013, 08:37:00 AM
You can turn the turret into an ammo pack. Equip it and hit B. It will look like you are holding it still, but the image on the ground will be for an ammo pack. I only carry mines and the turret now.


Title: Re: Planetside 2
Post by: croaker69 on January 04, 2013, 08:37:32 AM
As annoying as they could be I kind of miss spitfires.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 04, 2013, 08:42:00 AM
Every engineer does.


Title: Re: Planetside 2
Post by: kaid on January 04, 2013, 11:48:34 AM
Every engineer does.

The current turret is just not well thought out at almost every design point it choses the worst of two options. That said I doubt it will stay like this long term and engineers are pretty well off otherwise that the gimpyness of the turret does not kill the class.


Title: Re: Planetside 2
Post by: croaker69 on January 04, 2013, 12:26:02 PM
Every engineer does.

I'm not even an engi unless I'm driving.  I just think they are a cool mechanic.


Title: Re: Planetside 2
Post by: shiznitz on January 04, 2013, 12:41:48 PM
You can turn the turret into an ammo pack. Equip it and hit B. It will look like you are holding it still, but the image on the ground will be for an ammo pack. I only carry mines and the turret now.

Thank you!

I also agree that the turret's problems are no big deal.  My engineer with the Gauss grenade launcher is a solid 50% of my game time.  Then 25% MAX and then 25% between HA and a tank of some sort.


Title: Re: Planetside 2
Post by: 01101010 on January 04, 2013, 01:33:40 PM
Engi turret is completely useless. Too easy to get headshot, big annoying translucent screen that does fuck all for said headshots, heat mechanic is ok, but it is a camping only tool and not really used for anything useful other than blocking doorways. If I could, I'd get rid of it completely and just have the ammo pack plus AP or AT mines. Or they could replace the manned turret with say, a spitfire type turret.  :oh_i_see:


Title: Re: Planetside 2
Post by: Nija on January 04, 2013, 02:52:26 PM
It's very situational. I've killed a ton of people with it.

Two good uses:

Top of stairs inside a building with people covering your back. I've killed so many people as they come up the stairs, because everyone is usually sprinting and they are dead before they even bring up their iron sights. They can't hipshot accurately enough to headshot you behind the shield.

Sniping. Seriously. It has absolutely zero bullet drop up to 200 meters. You can have fun with this when you've got an ammo pack down on a tower landing pad and there are a bunch of bursters up there with you. You're just an ammo bitch in this situation, so mess around with the turret as needed.


Title: Re: Planetside 2
Post by: Surlyboi on January 04, 2013, 11:19:37 PM
Thing I miss most about spitfires? Shooting them with the sniper rifle and blowing them up just as a squad or vehicle goes  by and collecting the points for the kills. That said, yeah the Mana turret by comparison, even for engy usage sucks.


Title: Re: Planetside 2
Post by: Teleku on January 06, 2013, 07:01:51 PM
Been playing this game quite a bit.  I went from not really liking it for the first 5 hours of play because I was dying constantly without being able to scratch anybody, and usually camped inside the spawn by 15 tanks.  Then I went to loving it for the next 10 hours of game play as I got the hang of things a bit better, upgraded myself, and had some great combined arms battles/invasions.  Now in the final 5 hours of gameplay, I'm back to thinking this game is totally worthless unless they nerf the ever loving shit out of air.  All I see now are massive air swarms.  Nobody bothers with tanks or anything.  Its impossible to deal with.  Nothing can take down an air swarm except another air swarm  (my side built up an entire armada of anti air tanks and Max's to roll out against the swarm.  Upon leaving the base and engaging the swarm, the entire attack was wiped out within 30 seconds).  One lib hovering over a base is all that's needed to defeat 15-20 players trying to defend it against a couple of enemies.

Make air only useful for transporting people and shooting down other air.  Worthless for ground attack.  They can adjust from there.


Title: Re: Planetside 2
Post by: Kageru on January 06, 2013, 09:18:49 PM

Tanks are very powerful (at least the Vanu one is) but they depend on, and thus amplify, air superiority.

Apparently the NC Reaver is considered terrible which helps explain why NC are mostly infantry / getting farmed / clinging to the crown because the pilots favor the other factions. Certainly having tried to shoot at a mosquito they seem the most agile / erratic in their flight path.

It is going to be fascinating to see how they handle it since this outcome seems to be designed in. And where their activity numbers plateau at. Some on the forum think they'll push the "e-sport" aspect but I don't even understand how that is a possible viewpoint. E-sports is going to need a limited, balanced, focused and tactically interesting map (plus game design) and I don't see PS2 having any strengths there.

As for the game it's uninstalled. It looks epic, kept me entertained for hours, but it lacks meaning, balance and a strong role for infantry so it just devolved into cert farming at whatever the hotspot de-jure is (generally crown or surrounds). I'll re-install it when there's a strategic layer and better balance.


Title: Re: Planetside 2
Post by: shiznitz on January 07, 2013, 09:32:35 AM
If you want to farm, buy the High Explosive option for your Lightning.  It was half price this weekend but after buying it, full price ($7) is worth it.   I had a 23 K/D ratio in my first hour with it.  A guy in my outfit killed 17 TR in 3 shots with his.  He came in behind a platoon camped on a hill firing down at a base.  I used the certs from this to make some nice upgrades to my infantry builds.  The limitations are 1 single shot versus 6 before reloading and only 24 rounds which means one needs a reliable re-arming location.  And finally, do NOT try an engage enemy armor. The shells do shit to vehicles.  Took about a dozen shots (with a 2 second reload after each one) on an abandoned Sunderer to blow it up. 



Title: Re: Planetside 2
Post by: 01101010 on January 07, 2013, 11:30:47 AM
If you want to farm, buy the High Explosive option for your Lightning.  It was half price this weekend but after buying it, full price ($7) is worth it.   I had a 23 K/D ratio in my first hour with it.  A guy in my outfit killed 17 TR in 3 shots with his.  He came in behind a platoon camped on a hill firing down at a base.  I used the certs from this to make some nice upgrades to my infantry builds.  The limitations are 1 single shot versus 6 before reloading and only 24 rounds which means one needs a reliable re-arming location.  And finally, do NOT try an engage enemy armor. The shells do shit to vehicles.  Took about a dozen shots (with a 2 second reload after each one) on an abandoned Sunderer to blow it up. 

If you play TR, skip it and just pull a default Prowler. That said, I have all but the AP turret for my lightning and yes, HE shells make farming infantry almost silly. However, you are fucked if enemy armor or air show up with killing you in their mind. bonus: find a hill to shell a tower your faction is sieging. 


Title: Re: Planetside 2
Post by: Viin on January 07, 2013, 11:35:53 AM
I got a ton of kills last time I was able to use an HE Lightning at a Biolab. If you can get a good position to send shells up and into the entrance from a landing pad you can take out 2-3 folks each shot. I ran out of ammo a couple of times doing that. You also can see the folks who walk along the outside of the biodome (from one pad to another) and they are easy meat for the HE. Caught a few MAXs that way.


Title: Re: Planetside 2
Post by: Teleku on January 07, 2013, 04:44:29 PM
Yep, another whole evening ruined by air.  Nothing but swarms of those Vanu fighters hovering perfectly still over a fight and blowing up anything that moves.  Every fight, everywhere we went.  Entire side incapable of stopping it, and we got steam rolled where ever the swarm went.
I got a ton of kills last time I was able to use an HE Lightning at a Biolab. If you can get a good position to send shells up and into the entrance from a landing pad you can take out 2-3 folks each shot. I ran out of ammo a couple of times doing that. You also can see the folks who walk along the outside of the biodome (from one pad to another) and they are easy meat for the HE. Caught a few MAXs that way.
I actually got that on sale as well, though I've been unable to do this.  I roll it out, but every time I get near any sort of fight, a Vanu fighter dive bombs me and takes me from full life to dead in 4 seconds.  I bought the anti aircraft version of the lighting as well, which I've found the reverse doesn't work.  I cannot solo any of those god damned fighters with it.  At least not before they fly off or just calmly turn around and blow me up instantly even as I'm laying into them.

Think I'm done with this one.  Blech.


Title: Re: Planetside 2
Post by: 01101010 on January 07, 2013, 06:41:30 PM
Dual burster MAX > skyguard. Which is wrong on so many levels. Till SOE actually gets back to working on the game, IF they ever do, then we are stuck with what we got.


Title: Re: Planetside 2
Post by: Trippy on January 07, 2013, 06:45:35 PM
They could just roll back to alpha when the major bases had dome shields :awesome_for_real:


Title: Re: Planetside 2
Post by: Trippy on January 08, 2013, 12:18:08 AM
TR hackers are out in force right now on Connery. And it's always the TR for some reason, never the Vanu.


Title: Re: Planetside 2
Post by: Kageru on January 08, 2013, 03:03:46 AM
Perceived as being the strongest faction I suspect...


Title: Re: Planetside 2
Post by: Nebu on January 08, 2013, 09:48:26 AM
TR hackers are out in force right now on Connery. And it's always the TR for some reason, never the Vanu.

What do you mean by "hackers"?  Aimbots? 


Title: Re: Planetside 2
Post by: Trippy on January 08, 2013, 11:04:26 AM
There were three last night. Two TR were under spawn rooms (fallen through the world) shooting up and killing us (NC) in them. There was a 3rd TR apparently who was using an aimbot killing people from extreme ranges with an LMG. I didn't get killed by that person myself (I don't think) but people were "yelling" about him in chat.


Title: Re: Planetside 2
Post by: Surlyboi on January 08, 2013, 03:37:52 PM
26-character long name that makes it hard to report him? Sniping with an LMG with iron sights?

Nah, that was all skill.


Title: Re: Planetside 2
Post by: Miasma on January 08, 2013, 06:55:21 PM
Oh, and they made a post about /report.  Essentially it doesn't do anything other than a bit of logging and they said don't bother.  So any report you sent was never read.  You have to go through the convoluted process of making an actual customer support ticket to report anyone.

SOE


Title: Re: Planetside 2
Post by: Surlyboi on January 08, 2013, 07:49:01 PM
LOLSOE


Title: Re: Planetside 2
Post by: Mrbloodworth on January 08, 2013, 08:28:33 PM
Oh, and they made a post about /report.  Essentially it doesn't do anything other than a bit of logging and they said don't bother.  So any report you sent was never read.  You have to go through the convoluted process of making an actual customer support ticket to report anyone.

SOE

link?


Title: Re: Planetside 2
Post by: Miasma on January 08, 2013, 09:31:52 PM
http://forums.station.sony.com/ps2/index.php?threads/hackers-are-ruining-this-game.72493/page-3#post-961517
Quote
/report doesn't bonk anyone over the head to say Oh a report just came in.

Tickets are higher priority. What reports are traditionally used for is when someone calls you a name that makes you cry you /report nastyperson which captures what they said in a state that cannot be altered by you or them and sends it to us. You then follow up in a ticket and say to us, "Hey, that nastyperson called me a name that made me cry, but fear not Mrs. (Yes, there are female GM's) GM, I did a /report to back up my claim!" The GM reads your ticket, pulls the /report nods her head while smiling at your profficiency and then smacks around nastyperson with a trout.

Only tickets give you a peace of mind knowing we are looking into your issue as we let you know we are, and we don't with /reports.

Let me know if that's not clear :)
P.S. I hope you have a sense of humour!

http://forums.station.sony.com/ps2/index.php?threads/hackers-are-ruining-this-game.72493/page-3#post-961517
Quote
We are extremely active behind the scenes 24/7/365 on those breaking the rules. We take it very seriously. Please can I ask you though not to /report these folks, but rather to send in a ticket with their name and a good description of what's up to the CS team.

To do this from inside the game do the following:-
Press Escape
Click Support at bottom left of screen
Then Ask for Help
After the browser loads in the dead center of the screen it has an "Open a Support Ticket" link.
Then you will be required to log in.
Select Category as In-game Issues - Community Standards (If you do not select this your ticket may be delayed)
Please make the subject Suspected Rule Breaker or something as obvious
Please make sure you include as much detail as possible in the Incident section
Character Name is YOUR character name not the person you're reporting.
Make sure to press Continue or Submit and if you have done it successfully you will be given a reference number.
You will always get a response to your ticket this way. Doing a /report you will not.

http://forums.station.sony.com/ps2/index.php?threads/hackers-are-ruining-this-game.72493/page-3#post-961667
Quote
You're absolutely right and we're working on that as well. But, for right now, we ask that you send in a ticket. As soon as we have /report working where we want it to be I'll let everyone know. I'll send along your specific feedback and ideas to the clever folks too.


Title: Re: Planetside 2
Post by: Miasma on January 08, 2013, 09:32:42 PM
Higby also posted about the January update. (http://forums.station.sony.com/ps2/index.php?threads/happy-new-year-update-02-info.77203/)

Quote
Hey all!

Happy New Year, I hope you all had a great 2012 and are having an amazing start to 2013. On the Planetside 2 we had a pretty **** fantastic 2012, but we're looking forward to even bigger and better things in 2013! I've said before that while 2012 was the year that Planetside 2 launched, 2013 is the year when we're opening up the afterburners and aiming for the stars. After a well earned rest the team is energized and ready to get back to "kicking *** and fixing bugs. And we're all ou--" er, oh yeah, okay, we've still got some bugs to fix.

While we were out we were still paying attention to the forums as well as twitter, reddit, facebook and all the other places you guys interact with us; we've heard a lot of your excellent feedback, ideas, concerns and consternation. One of the biggest goals of our team has been and continues to be listening to our community and following YOUR direction for what this game needs to become. We're going to be talking a lot more about this philosophy in the coming weeks and how community involvement is going to directly impact our development schedule & priorities as we reveal "our" plan for the next 6 months. For now, we wanted to address some of the biggest issues we're seeing come up over and over again, so that's what we're focused on for January's update.

Game development can be messy and there is always the possibility that something from this list may slip or not pass QA, and more details will be released on the specifics of all of these items as we get closer to the patch date, but I wanted to get this info out to all of you as soon as possible, so with that in mind, here are some highlights from what the team is working on finishing up for LU02 which will be released on 1/30/13.

    General performance increases, particularly for lower end GPUs
    Experience (XP) system enhancements:
        Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be worth a fraction of the current kill reward.
        Partial damage XP for dealing damage to vehicles that you don't end up killing
        Population XP / Resource bonus moved over to continent population instead of global
        Better display of XP sources for things like defensive bonuses & population bonuses
        Rebalancing of XP rewards to help support tasks
    Server transfer token available in Depot
    UI changes to emphasize score per minute as a primary metric of player comparison
    Sortable columns on outfit management & addition of "last online" column
    New weapon type for all empires: SMG
    Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
    Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
    New Hot Spot system that displays where active fights are occurring on the map
    New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
    Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
    Making MAXes render more reliably at long distances for players in vehicles
    AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
    Fixes to missiles so that they more reliably detonate and actually blow stuff up
    Air vehicle weapon tweaks
    Increases to reload speed for certain HE ground vehicle weapons
    And of course... lots of bug fixes

Whew, it's going to be a busy month! We know this doesn't address every issue that's been brought up recently but we hope it knocks out some of the big ones. Hopefully you will see from this update (and the feature plan for the next 6 months, when that is revealed) that we're taking your feedback and concerns for the game very seriously. We're here, we're listening and we're committed to continue to work with our community to build the best online game the world has ever seen.
As always, your feedback is very welcomed, here, on reddit, on twitter and everywhere else you may find us.
Cya on Auraxis!
-
Matthew Higby
Creative Director - Planetside 2
@mhigby


Title: Re: Planetside 2
Post by: Mrbloodworth on January 08, 2013, 09:57:28 PM
That's some good stuff.  Dynamic XP system for player kills, who was it that said "Its as if they are slowly realizing some things in PS1 were a certain way for a reason?"


Title: Re: Planetside 2
Post by: apocrypha on January 08, 2013, 11:49:47 PM
So not only are you being punished by having been killed by a hacker/cheater, but you have to spend 5 minutes of your time pissing about making a ticket. And you can't /report someone with names deliberately designed to be nearly impossible to type accurately.

Yeah, not missing this game at all...


Title: Re: Planetside 2
Post by: shiznitz on January 09, 2013, 08:40:32 AM
The invulnerability thing is not going to work.  If you reduce the xp value of freshly spawned people, why do you need this?

I like the idea of making a player's xp value tied to his kills, not his length of survival.  This makes support guys worth less xp and rewards the front line fighters.  And I say this as mostly a support monkey.

If anyone playing does not already know, if you link your character to Planetside Universe, you can see what classes you kill the most. For example, my kills on my NC toon are 45% HA and a little less than 30% engineer.

http://www.planetside-universe.com/character.php?stats=MrJoshua1&tab=Charts



Title: Re: Planetside 2
Post by: 01101010 on January 09, 2013, 09:23:03 AM
The invulnerability thing is not going to work.  If you reduce the xp value of freshly spawned people, why do you need this?

I like the idea of making a player's xp value tied to his kills, not his length of survival.  This makes support guys worth less xp and rewards the front line fighters.  And I say this as mostly a support monkey.

If anyone playing does not already know, if you link your character to Planetside Universe, you can see what classes you kill the most. For example, my kills on my NC toon are 45% HA and a little less than 30% engineer.

http://www.planetside-universe.com/character.php?stats=MrJoshua1&tab=Charts

You need this to give a freshly spawned person on a lower-end machine the 2-3 seconds to orient themselves and not die when the sundy explodes the second they spawn. For medic revives, instead of popping accept rez button and hauling ass to cover, now you have a few seconds to load the screen and figure out where cover is to run for. I can see the kiddies just popping up and continuing to fight without regrouping so that might be an issue.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 09, 2013, 10:02:45 AM
Yeah, that's more about load times than anything. Even with a capable machine, one internet hiccup means you are dead before your screen even renders.  Its likely to be extremely short, and broken by any type of input.


Title: Re: Planetside 2
Post by: shiznitz on January 09, 2013, 11:39:15 AM
I guess I can understand the lag issues, but it seems like an excessive solution that could be better handled by - how shall I say it? - the common sense not to revive oneself in the middle of a firefight. This is something most of us learn pretty quickly in the game - if one cares about one's death count.


Title: Re: Planetside 2
Post by: Viin on January 09, 2013, 11:45:18 AM
I don't like the invuln for a revive either, too easy to abuse it seems. Once you get a revive popup, I think it will let you revive 10-15 seconds later. The two together would make it very easy to rarely need to spawn somewhere far from the fight.

And I really hate the "tell us how to make our game so you'll stay subbed" crap. Do you not have a vision for your game or what? FFS.


Title: Re: Planetside 2
Post by: 01101010 on January 09, 2013, 12:28:32 PM
I guess I can understand the lag issues, but it seems like an excessive solution that could be better handled by - how shall I say it? - the common sense not to revive oneself in the middle of a firefight. This is something most of us learn pretty quickly in the game - if one cares about one's death count.

I am pretty sure this invulnerable thing is mainly spawning at an AMS - which you don't know is just about to explode when you hit the spawn button. I have spawned dead plenty of times at a Sundy that exploded. It is one of those issues that I bring up to invalidate the use of K/D ratios.


Title: Re: Planetside 2
Post by: croaker69 on January 09, 2013, 12:31:39 PM
I could see it being exploitable if you can use that freshly revived and immune MAX in a choke point to block fire.  Repeat.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 09, 2013, 12:57:23 PM
No way it will be 15 seconds. more like, 1-2.


Title: Re: Planetside 2
Post by: shiznitz on January 09, 2013, 01:06:10 PM
If they are going to implement some kind of invulnerability, then make it specific to flak and friendly fire only.  Enemy bullets should always be dangerous.


Title: Re: Planetside 2
Post by: Thrawn on January 09, 2013, 01:28:45 PM
So I'm attacking the enemy AMS, someone spawns in front of me and I empty a ton of ammo into them only to have them turn and kill me because they were invincible for the two seconds I was shooting at them.

Terrible, terrible, idea.


Title: Re: Planetside 2
Post by: 01101010 on January 09, 2013, 03:00:36 PM
So I'm attacking the enemy AMS, someone spawns in front of me and I empty a ton of ammo into them only to have them turn and kill me because they were invincible for the two seconds I was shooting at them.

Terrible, terrible, idea.

Concentrate on the AMS and not the spawns. I think that is the take away.

I am one of the big SOE critics especially of this game, but I think the chicken little panic people are having over this is a little over the top.


Title: Re: Planetside 2
Post by: Kageru on January 09, 2013, 03:57:01 PM

A couple of seconds of re-orientation time after spawning is pretty much vital to medics being remotely useful. It also stops vehicles just shelling the AMS spawn and getting insta-kills on people re-spawning. Which is too rewarding and one of the main complaints encouraging people to quit. Of course it's a bit artificial.

Most of the other changes seem sensible, but fairly moderate and iterative, will be interesting to see what they look like when they are actually in game.


Title: Re: Planetside 2
Post by: Falconeer on January 10, 2013, 07:00:46 AM
The invulnerability thing is not going to work.  If you reduce the xp value of freshly spawned people, why do you need this?

A 5 seconds invuln would be better. All I need is something that prevents respawning from a Sunderer ON an exploding granate. That's stupid, and even just a 3 seconds invulnerability would help. 15 seconds is insane and unfair.


EDIT: I also hope this won't apply in any way to freshly rezzed-by-medic players, that would make certain advancing hordes unstoppable.


Title: Re: Planetside 2
Post by: shiznitz on January 10, 2013, 07:46:25 AM
Invulnerability for any period over 1 second can be tactically exploited to great effect, even if it turns off if the invulnerable fires their weapon.  Just imagine a full squad of invulnerables charging a contested point.  The enemy fires on them to no effect, the enemy has to reload, the invulnerables shoot them in the face.  It is a fucking clownshoes response to a small problem.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 10, 2013, 08:02:08 AM
Invulnerability for any period over 1 second can be tactically exploited to great effect, even if it turns off if the invulnerable fires their weapon.  Just imagine a full squad of invulnerables charging a contested point.  The enemy fires on them to no effect, the enemy has to reload, the invulnerables shoot them in the face.  It is a fucking clownshoes response to a small problem.

That won't happen, it breaks on user input, or timeout.

People are acting like this is new, or other games don't do it.


Title: Re: Planetside 2
Post by: Lantyssa on January 10, 2013, 10:31:43 AM
If enough of your team is down that you can rez an unstoppable horde, then you already massively outnumber your opposition, or too many are dead to stop the medics from dying, too.


Title: Re: Planetside 2
Post by: Falconeer on January 10, 2013, 10:46:01 AM
Anyway, gameplay wise nothing is ever more frustrating than shooting and wasting bullets on an invulnerable target. Knowing Planetside 2 as well as I know it, I think this is a terrible idea even if it means silly me will keep respawning on top of exploding grenade a few more times.


Title: Re: Planetside 2
Post by: Falconeer on January 10, 2013, 11:32:40 AM
Crashing zones on purpose is now fixed. (http://games.on.net/2013/01/bans-issued-to-planetside-2-hex-crash-users-soe-deploys-hotfix/) And a few banned.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 10, 2013, 11:38:55 AM
you can rez an unstoppable horde

An immobile "horde" that looses its invulnerability upon any action is unstoppable?


Title: Re: Planetside 2
Post by: shiznitz on January 10, 2013, 12:40:53 PM
If moving at all cancels invul, then I am satisfied.


Title: Re: Planetside 2
Post by: Lantyssa on January 10, 2013, 12:42:57 PM
<sigh>

Cancelled on movement or not, I agree with you people are way overreacting.


Title: Re: Planetside 2
Post by: Gets on January 10, 2013, 04:31:37 PM
Crashing zones on purpose is now fixed. (http://games.on.net/2013/01/bans-issued-to-planetside-2-hex-crash-users-soe-deploys-hotfix/) And a few banned.

Quote
The timing of the exploit's discovery could not have been worse, too, as its use grew widespread did right around winter break. That left the SOE out of the office to address it, and the game in a state many considered unplayable throughout much of the Double XP promo. Nevertheless, SOE has moved with welcome rapidity now that they're back in the office. We have our fix, and I'd imagine outfits of all sorts, from Devil Dogs (Connery) to TEST (Mattherson) and basically everything in between, are finding themselves short a handful of unscrupulous players.

Naming and shaming just because.


Title: Re: Planetside 2
Post by: Miasma on January 10, 2013, 09:02:13 PM
We made some TR alts tonight and wow, everything they have is so much better than the NC other than their main battle tank.  I can not believe how far away and how fast I can kill people with the Carv.  The stock Carv is way better than my fully upgraded EM6, which I had to buy.  The mosquito is so much faster and more agile than the reaver.  I imagine the vanu stuff is even better than TR.  No drop, clearly the best tank and the scythe?  NC really does get the short end of the stick, I thought it was mostly forum whining.


Title: Re: Planetside 2
Post by: Teleku on January 10, 2013, 09:43:16 PM
Yeah, Vanu shit really does out class everything.   :oh_i_see:

Glad I decided to go team good guys rather than the NC (though this was before I relized all of F13 jumped on the NC train for some reason) but man the Vanu vehicles and equipment seems so much better....


Title: Re: Planetside 2
Post by: 5150 on January 11, 2013, 04:51:46 AM
We made some TR alts tonight and wow, everything they have is so much better than the NC other than their main battle tank.  I can not believe how far away and how fast I can kill people with the Carv.  The stock Carv is way better than my fully upgraded EM6, which I had to buy.  The mosquito is so much faster and more agile than the reaver.  I imagine the vanu stuff is even better than TR.  No drop, clearly the best tank and the scythe?  NC really does get the short end of the stick, I thought it was mostly forum whining.

Makes a change from TR being gimped in PS1 (admittedly mostly due to lack of numbers when everything they had was based on numbers)


Title: Re: Planetside 2
Post by: Falconeer on January 11, 2013, 05:21:25 AM
team good guys rather than the NC

What? NC are the good guys.


Title: Re: Planetside 2
Post by: Surlyboi on January 11, 2013, 06:13:44 AM
team good guys rather than the NC

What? NC are the good guys.

Seriously, this. Fucking Vanu hippies.

That said, the NC are seriously fucking gimped.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 11, 2013, 07:16:13 AM
(http://i.imgur.com/DT2VP.jpg)


Title: Re: Planetside 2
Post by: Mrbloodworth on January 11, 2013, 08:29:53 AM

Planetside 2 - New January Patch Discussion - TotalHalibut  (http://www.youtube.com/watch?v=ugkKP1WttgM&list=UUy1Ms_5qBTawC-k7PVjHXKQ&index=3)


Title: Re: Planetside 2
Post by: Lantyssa on January 11, 2013, 08:52:21 AM
Seriously, this. Fucking Vanu hippies.
Suck Lasher, Smurf.


Title: Re: Planetside 2
Post by: Nija on January 11, 2013, 09:02:25 AM
You need a good group of guys to pull stuff off on NC. The outfit I'm in has been described as "going to the dentist" by people facing us.

Hit me up on NC Connery, we're recruiting. If you like 2-3 squad quick strike/save gameplay we could be for you.


Title: Re: Planetside 2
Post by: Trippy on January 11, 2013, 09:15:25 AM
You in 666 or CCG?

I don't mind Vanu being better since they are still hopelessly outnumbered in this version but fuck TR.


Title: Re: Planetside 2
Post by: 01101010 on January 11, 2013, 09:42:25 AM
I don't mind totalbiscuit and think his reviews are pretty fair, but his recommendation for invulnerability only when spawning at a static spawn at a base or outpost makes no god damn sense at all. All static spawnpoints are behind shields and in effect a safe zone where you are invulnerable from the enemy. I can sort of agree with the rezzing players and fully understand what he is saying about the revive grenade scenario, but again... I think people are reading way too much into this, TB as well, that you are going to have people running about who are unkillable which I doubt will be the case. Outside of that, I liked the vid.


Title: Re: Planetside 2
Post by: Slayerik on January 11, 2013, 10:39:58 AM
I still like this game but haven't logged in for like a week. My MWO addiction is too strong. How are outfits looking, number-wise (losing people already)? Sorry about getting you in the outfit, Pennilenko, and disappearing...haha



Title: Re: Planetside 2
Post by: Mrbloodworth on January 11, 2013, 10:50:48 AM
Re: VANU OP, NC Suck.

Ill just leave this here (https://docs.google.com/a/p3i-inc.com/spreadsheet/lv?key=0AuOojvNLMApVdEtIU1NKenEzNzZOSWNaanFqSUVxLWc&type=view&gid=12&f=true&sortcolid=-1&sortasc=true&rowsperpage=250)



Title: Re: Planetside 2
Post by: Teleku on January 11, 2013, 11:54:03 AM
team good guys rather than the NC

What? NC are the good guys.
Oh please.  Their team bio reads exactly like some tea party leaflet.  I bet they're against universal health care and scared of darkies as well.  I'm certainly not going to help them break off and found their own galtian utopia.  Pay your damned taxes you crazy wing nuts!



 :why_so_serious:


Title: Re: Planetside 2
Post by: Mrbloodworth on January 11, 2013, 11:58:42 AM
Oh Snap!


Title: Re: Planetside 2
Post by: Pennilenko on January 11, 2013, 12:16:54 PM
I still like this game but haven't logged in for like a week. My MWO addiction is too strong. How are outfits looking, number-wise (losing people already)? Sorry about getting you in the outfit, Pennilenko, and disappearing...haha



No worries man, they are a great group of people, and they play exactly in the style that I play in. PM me how to hook up with you in voice chat in MWO, I might log on and shoot some giant robots with you, I haven't played since the last beta wipe.


For the Vanu is OP crowd, I call bullshit, I play Vanu, I made a TR character to see what they are like, and their weapons are rediculously good compared to Vanu weapons. Also the mosquito is amazingly good. I would say a couple of notches better than the scythe.  I will say though there is no argument that the NCs weapons are vastly inferior to TR and Vanu. NC do have a nice heavy tank though.


Title: Re: Planetside 2
Post by: Nija on January 11, 2013, 02:44:18 PM
You in 666 or CCG?

I don't mind Vanu being better since they are still hopelessly outnumbered in this version but fuck TR.


I'm in HT. http://hostilism.com/forums/index.php?board=23.0


Title: Re: Planetside 2
Post by: Trippy on January 11, 2013, 02:48:29 PM
I'll keep a look out for you guys. The little outfit I'm in (T34M) hasn't been playing much since 2XP ended and I spent most of my time during that period rolling with the CCG guys in any event. CCG seems to have closed down their pub squads, though (filled their recruitment quota presumably), so I'm back to running around by myself.


Title: Re: Planetside 2
Post by: Viin on January 11, 2013, 05:45:38 PM
For the Vanu is OP crowd, I call bullshit, I play Vanu, I made a TR character to see what they are like, and their weapons are rediculously good compared to Vanu weapons. Also the mosquito is amazingly good. I would say a couple of notches better than the scythe.  I will say though there is no argument that the NCs weapons are vastly inferior to TR and Vanu. NC do have a nice heavy tank though.

Bullshit. Any faction that is not my faction is obviously over powered.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 12, 2013, 08:22:17 AM
Quote from: Saturday, January 12, 2013
   

    General

        Bonus of Composite armor for ESF reduced by 5% each rank (10/15/20/25 down from 15/20/25/30)
        Base time to reload increased by approximately 25% for tank HE
        Fixed an issue where lock-on rockets and missiles would sometimes not damage the target they hit
        Fixed bug with Lightning 100mm AP where its outer radius was set to high
        Reduced amount of decelerating that occurs after afterburning
        Acceleration of Reaver afterburner increased
        Addressing a server memory issue

    Flak Mechanics Changes

        We now remove the flak projectile when it bursts near an enemy aircraft. Previously the projectile was allowed a chance to continue and strike the aircraft directly, which would deal additional damage (burst damage + direct hit damage). We have increased burst damage to compensate for the loss of direct hit damage. This should result in an overall increase to flak damage and make it more consistent

    Skyguard

        Flak burst damage increased by 20%
        Direct hit damage against infantry and other targets increased
        Turret movement is now slightly smoother

    Phalanx AA

        Flak burst damage increased by 14%
        Turret movement is now slightly smoother

    MAX Burster

        Flak burst damage increased by 6%
        Burster projectile adjusted to more reliably hit infantry that are in close range
        Direct hits with the MAX Burster can no longer damage the heavy armor of tanks, Sunderers and Phalanx Turrets



Title: Re: Planetside 2
Post by: Cadaverine on January 12, 2013, 07:55:00 PM
Bullshit. Any faction that is not my faction is obviously over powered.

This.  I play all three factions, and my experience is pretty much universal regardless of which side I play during a particular session.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 14, 2013, 08:19:37 AM
Recent changes has made for some really good fights over the weekend.


Title: Re: Planetside 2
Post by: 01101010 on January 14, 2013, 08:28:06 AM
Recent changes has made for some really good fights over the weekend.

I think it was more a factor of more people coming back to test the changes and then playing a little longer... but I do agree. Populations were much better. I assume we'll be back to round-robins on Indar tonight.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 14, 2013, 09:07:53 AM
The AA changes seem to have really changed how things work out. Air is still there, but any EFS that's hovering, not strafing, is toast.


Title: Re: Planetside 2
Post by: Nija on January 14, 2013, 09:49:21 AM
Yeah I had a really fun weekend in planetside 2.

The Reaver changes meant that my ESF outings lasted about twice as long as normal. I can actually get out of Dodge when the shit hits the fan now!

My Lib flying, which is my favorite thing to do, (probably 3k certs in my lib) changed for the better as well. I found myself over Zurvan, The Crossroads, and Xenotech DOGFIGHTING other liberators! I had probably 100 lib kills alone this weekend. Gunners had a great time as we'd let Xeno flip and have them push past the huge rock towards xroads so we could slaughter 'em, but definitely fun times.

I didn't see much skygod'ing going on. At least I didn't participate in any.


Title: Re: Planetside 2
Post by: croaker69 on January 14, 2013, 11:42:40 AM
The biggest issue for me is still the three factions each picking a continent and going zergtastic.  Having 5%-15% on two continents and 60% on the third just sucks for good fights.

Also personally "encountered" the c-4 on bio-lab teleporter room shields for the first time.  I'm not a fan.


Title: Re: Planetside 2
Post by: Trippy on January 14, 2013, 11:53:01 AM
The biggest issue for me is still the three factions each picking a continent and going zergtastic.  Having 5%-15% on two continents and 60% on the third just sucks for good fights.
Not our fault the game has bonuses if you cap a continent.

Quote
Also personally "encountered" the c-4 on bio-lab teleporter room shields for the first time.  I'm not a fan.
Haven't run into that one, but that doesn't sound as bad as the turret on landing pad insta-deaths as you can presumably shoot whoever is trying to put the C-4 on the room shield.



Title: Re: Planetside 2
Post by: croaker69 on January 14, 2013, 03:23:48 PM
The biggest issue for me is still the three factions each picking a continent and going zergtastic.  Having 5%-15% on two continents and 60% on the third just sucks for good fights.
Not our fault the game has bonuses if you cap a continent.

Quote
Also personally "encountered" the c-4 on bio-lab teleporter room shields for the first time.  I'm not a fan.
Haven't run into that one, but that doesn't sound as bad as the turret on landing pad insta-deaths as you can presumably shoot whoever is trying to put the C-4 on the room shield.



I've also seen someone park a Sunderer on the landing pad at one end of the Traverse so if you jump from the other side you suicide into the Sundy.


Title: Re: Planetside 2
Post by: Trippy on January 14, 2013, 03:42:31 PM
The whole "if you are moving fast and touch a vehicle you die" mechanic is just weird. The mana turret counts as a vehicle which is why you die when you collide with one at speed. Same with the similar "if a vehicle taps you while on foot you'll be flung at max speed" mechanic.


Title: Re: Planetside 2
Post by: Miasma on January 14, 2013, 03:45:27 PM
The whole "if you are moving fast and touch a vehicle you die" mechanic is just weird. The mana turret counts as a vehicle which is why you die when you collide with one at speed. Same with the similar "if a vehicle taps you while on foot you'll be flung at max speed" mechanic.
If you place a turret on the landing pad of a jump launcher everyone who comes in dies.  As a counter tip you can strafe left, right or forward so that you don't land on the pad (also good for avoiding infantry mines on pads).


Title: Re: Planetside 2
Post by: Pennilenko on January 14, 2013, 10:48:01 PM
The mana turret on a jump pad is considered an exploit and is a banable offense.


Title: Re: Planetside 2
Post by: Miasma on January 15, 2013, 06:18:10 AM
The only official post I can find (http://forums.station.sony.com/ps2/index.php?threads/engineer-turret-on-landing-pad-exploit.79014/#post-1016598) explicitly says it is not an exploit and is allowed.


Title: Re: Planetside 2
Post by: 01101010 on January 15, 2013, 08:48:00 AM
The mana turret on a jump pad is considered an exploit and is a banable offense.

Man, if they start banning for within game stuff that SoE is responsible for, there will be all of 10 people playing this come March. C4 and sticky grenades on the shield doors, this turret on the pad, mossie in the biolab, etc. Fix this shit on the backend...


Title: Re: Planetside 2
Post by: Mrbloodworth on January 15, 2013, 08:51:29 AM
Bastard Montage! (http://www.youtube.com/watch?v=DQ2ZL5ffC8Q)

http://bastardbattalion.enjin.com/home     :grin:


Title: Re: Planetside 2
Post by: Nija on January 15, 2013, 08:56:28 AM
Wait, taking ESFs into biolabs is bannable?

Hell I took a Reaver into one last night so I could ram a stuck lib on the other pad. He was stuck at a 45 degree angle resting on the airpad vehicle term.

It didn't help any bumping him from the front with the reaver, so I just flew it back out the other side.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 17, 2013, 07:34:20 AM
Quote from: Hotfix 01.17.2013
The server will come down at 12:00 AM PT for a brief update to address a few outstanding issues. Downtime is anticipated to be approximately one hour. Players may note the following changes:

General:

Enemy spotting is now only shared with allies within 150 meters.
Spot duration has been lowered to 10 seconds.
At long distances you have to be closer to the center of the target to successfully spot.
Jump Jets should no longer function intermittently.
MAXes will render at a longer distance for players in aircraft.


Liberator:

C150 Dalton:
Firing adjustments have been made to the Dalton. This change will mainly be noticeable when attempting to fire on infantry or other small targets at a distance.
Dalton projectiles now have more gravity when fired. This makes the Dalton more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The outer damage blast radius, where minimum damage occurs, has been reduced from 12 meters to 10 meters.

L105 Zepher
Firing adjustments have been made to the Zepher. This should only be noticeable when trying to hit infantry or other very small targets at a far distance.
Zepher projectiles now have more gravity when fired. This makes the Zephyr more accurate when the Liberator is above targets. Shot accuracy becomes more difficult as the Liberator increases its horizontal distance to its target.
The inner damage blast radius, where maximum damage occurs, has been reduced from 4 meters to 1.5

Infrared & Thermal Optics have had their effective viewing ranges tuned for the following weapons:
Scythe: All Weapons
Reaver: All Weapons
Mosquito: All Weapons
Liberator: Secondary Weapons (Shredder, Dalton, Zepher)


Title: Re: Planetside 2
Post by: Mrbloodworth on January 17, 2013, 12:36:20 PM
PlanetSide 2: The Faction Song  (http://www.youtube.com/watch?annotation_id=annotation_309663&feature=iv&src_vid=OeC_uHXKkoo&v=MJEOu8R-TPg)


Title: Re: Planetside 2
Post by: 01101010 on January 17, 2013, 01:09:48 PM
Infrared & Thermal Optics have had their effective viewing ranges tuned for the following weapons:
Scythe: All Weapons
Reaver: All Weapons
Mosquito: All Weapons
Liberator: Secondary Weapons (Shredder, Dalton, Zepher)
[/quote]

hmmmm... I wonder what this means exactly. Thermal was already pretty useless in ESFs, wondering what they did to NV.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 17, 2013, 01:21:31 PM
Seems to be a bug with hem currently (https://twitter.com/mhigby/status/291977387229446144), but i do think they now have shortened range in aircraft. Not 100% sure yet.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 18, 2013, 11:25:01 AM
New Base walls VIA Higby.

(https://pbs.twimg.com/media/BA23CA5CYAA9_UJ.jpg:large)


Title: Re: Planetside 2
Post by: shiznitz on January 18, 2013, 11:31:26 AM
So more cover for defenders?


Title: Re: Planetside 2
Post by: 01101010 on January 18, 2013, 11:32:12 AM
And much crying is already ensuing. I gotta admit, I am a little dismayed they would do this on the interior of the walls considering they wanted to promote base defenses and this promotes attacking. About the only thing this will do for defense is make LA harder to hit the gen and fly out before someone comes to stabilize it.


Title: Re: Planetside 2
Post by: Trippy on January 18, 2013, 11:47:55 AM
This is only for Amp Stations?


Title: Re: Planetside 2
Post by: Mrbloodworth on January 18, 2013, 12:20:47 PM
This is only for Amp Stations?


I would not think so, any wall object will get it. Right in place.


Title: Re: Planetside 2
Post by: Pendan on January 18, 2013, 12:22:03 PM
The whole "if you are moving fast and touch a vehicle you die" mechanic is just weird. The mana turret counts as a vehicle which is why you die when you collide with one at speed. Same with the similar "if a vehicle taps you while on foot you'll be flung at max speed" mechanic.
I have been very confused about the vehicle and infantry mechanic. When I am driving if I get anywhere close to someone on my side who is on foot they instantly die. While opponents I run over and then back up to hit them again and they live through it.


Title: Re: Planetside 2
Post by: 01101010 on January 18, 2013, 12:38:29 PM
The whole "if you are moving fast and touch a vehicle you die" mechanic is just weird. The mana turret counts as a vehicle which is why you die when you collide with one at speed. Same with the similar "if a vehicle taps you while on foot you'll be flung at max speed" mechanic.
I have been very confused about the vehicle and infantry mechanic. When I am driving if I get anywhere close to someone on my side who is on foot they instantly die. While opponents I run over and then back up to hit them again and they live through it.

Exactly. I can't comment on why or how, but yeah... friendly fire mowing is much more sensitive than enemy mowing. I dunno why or how that is - but I suspect it has to do with the magmower of yesteryear when that tank would have huge killing sprees without firing a shot.


Title: Re: Planetside 2
Post by: Nija on January 18, 2013, 12:44:58 PM
Great. Another 3 GB patch so we can get new fucking walls.


Title: Re: Planetside 2
Post by: Miasma on January 18, 2013, 12:55:50 PM
And much crying is already ensuing. I gotta admit, I am a little dismayed they would do this on the interior of the walls considering they wanted to promote base defenses and this promotes attacking. About the only thing this will do for defense is make LA harder to hit the gen and fly out before someone comes to stabilize it.
It's hard to tell because the image is confusing but since the metal 'wings' in the air are angled back I think that is the exterior side, so it might buff defense a bit.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 18, 2013, 01:02:18 PM
Great. Another 3 GB patch so we can get new fucking walls.

They do not have to patch the whole map anymore. PS2 is modular. Only that asset needs to be updated. That does not mean the patch at the end of the month wont be 3gigs. But its not a unified map like the original.


Title: Re: Planetside 2
Post by: 01101010 on January 18, 2013, 01:46:01 PM
And much crying is already ensuing. I gotta admit, I am a little dismayed they would do this on the interior of the walls considering they wanted to promote base defenses and this promotes attacking. About the only thing this will do for defense is make LA harder to hit the gen and fly out before someone comes to stabilize it.
It's hard to tell because the image is confusing but since the metal 'wings' in the air are angled back I think that is the exterior side, so it might buff defense a bit.

Good point and I completely missed that aspect. Nice catch and I will redact my statement if this only pertains to this side of the wall.


Title: Re: Planetside 2
Post by: Kageru on January 18, 2013, 05:58:28 PM
Since the strategic level still gives very few reasons to garrison and hold a amp-station to the extent there's a massed wall defense I'm not sure that matters. Especially because the hot points are either the nice open doors or the towers to try and get some defenses on line. And most of the transport is via jump pads.


Title: Re: Planetside 2
Post by: Nija on January 18, 2013, 06:30:40 PM
They do not have to patch the whole map anymore. PS2 is modular. Only that asset needs to be updated. That does not mean the patch at the end of the month wont be 3gigs. But its not a unified map like the original.

Did you already forget the tech plant changes? It was 3 fucking gigs to move the generators outside of the tech plant.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 19, 2013, 10:21:28 AM
They do not have to patch the whole map anymore. PS2 is modular. Only that asset needs to be updated. That does not mean the patch at the end of the month wont be 3gigs. But its not a unified map like the original.

Did you already forget the tech plant changes? It was 3 fucking gigs to move the generators outside of the tech plant.

It was more than just moving a few gens.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 19, 2013, 11:43:59 AM
PlanetSide 2 Community Design Meeting initiative: help address metagame concerns (http://www.pcgamer.com/2013/01/17/planetside-2-community-design-meeting/)

Quote
As part of SOE’s focus on factoring player proposals into PlanetSide 2′s major updates, the PlanetSide 2 Reddit group’s Community Design Meeting draws suggestions and feedback directly from players for direct submission to SOE. As PlanetSide 2 Creative Director Matt Higby stated: “I see our role on the development team as curators of the game, not necessarily the wellspring of all ideas.”

The first topic under discussion involves possible improvements for metagame mechanics such as base capture bonuses, territory control, and experience points. Participants can share their thoughts through video, text, or audio formats. Tagging your post with [Metagame Design Meeting Idea] adds it to the voting pool, and the five highest-rated ideas will get direct responses from Higby and Senior Art Director Tramell Isaac on January 26 at 12pm PST. The talk will take place on the Azure Twilight outfit’s Twitch stream.

http://www.reddit.com/r/planetside


Also:

http://www.twitch.tv/planetside2/b/358314671


Watch the first 25 min to see:
  • New SMG's. Every class gets them with exception of a MAX. Class wide unlock.
  • All new guns will have unique models and animations.
  • Updated spawn rooms, now feature more open design including shielded windows, wider doors. re-spawns in Bio-Labs have roof access and balconies that wrap around whole building.
  • Techplant Vech bay changes. Stair blocks, raised vec pads.
  • New layouts for Biolab "Leafs" including mode obstacles for defense or attacking.
  • Teleporter rooms in biolabs now feature shielded windows.
  • 60 MB of art data has been removed from Video memory in an art optimization pass

(http://i.imgur.com/TZ08iJR.jpg)


Title: Re: Planetside 2
Post by: Mrbloodworth on January 19, 2013, 10:43:14 PM
Some one is board.


Title: Re: Planetside 2
Post by: Kitsune on January 20, 2013, 03:37:40 AM
I cannot be arsed to ever post on reddit, so somebody please post this for me:

Dear Planetside 2 developers,

I am gratified that you are taking an interest in balancing your game.  Kudos!  In the spirit of helping you out in your admirable effort, I would like to make you aware of an invaluable resource for your efforts, one which contains every necessary balance and metagame improvement and from which you my draw freely.  It's called Planetside 1.  I know, I too was amazed that there was a game before Planetside 2, and like you, I had never once played it.  I was startled to discover this, and even more startled to discover that it contained many hidden improvements that somehow did not make it into Planetside 2.  Improvements such as:

Armor that lets infantry not die within a second of taking fire.
MAXes that don't die within two seconds of taking fire.
Effective ground-based anti-air weapons.
A certification system that lets players customize their in-game abilities without having to choose classes.
A 'hacking' mechanic for claiming bases that involves defending a vulnerable hacker rather than getting twenty guys to stand in a circle for two minutes.
Engineering deployables that don't suck.

It therefore seems to me that if you have any questions about how to improve Planetside 2, you need only download and install Planetside 1, find out how Planetside 1 did things, then do the same thing in Planetside 2.  Enjoy your newfound success!


Title: Re: Planetside 2
Post by: Trippy on January 20, 2013, 11:40:46 PM
Played some this weekend. AA changes don't seem to have had a major impact on the dominance of air. TR in particular on Connery are even more rabidly air-heavy, it seems, than before (Vanu was more balanced).


Title: Re: Planetside 2
Post by: Mrbloodworth on January 22, 2013, 08:17:57 AM
I think they have made a major impact. A2G rockets now need too strafe with he rockets now, instead of hovering with impunity. Also, Libs no longer just fly sideways pointing the belly gun into buildings. Burster max is really improved by the changes and you have a high chance of removing air with one, but especially in tandem. The skyguard is marginally improved, it did not seem to really get that "burst" of flack like the burster did, but still really hard to hit with in most cases. However head on, it will rip the crap out of any aircraft. The libs drop off on shots is non-trivial change that has changed how they are used to a great degree, coupled with the shorter range of IV/NV the effective range has been shorted making them more vulnerable, you can no longer sit just near render range and hit anything, you must come in to engage..

The Changes really changed the game and the air to ground balance for the better, while still keeping Air as the counter to air. We have had many a nights during a defense recently where we completely kept the sky's clear over a base with 2 mosquitos and a few bursters. It Changed the game in really positive ways IMO, from my many hours of playing.

To boot, we have had nearly 3 straight days of full squad/Platoon action.


Title: Re: Planetside 2
Post by: 01101010 on January 22, 2013, 09:24:54 AM
Played some this weekend. AA changes don't seem to have had a major impact on the dominance of air. TR in particular on Connery are even more rabidly air-heavy, it seems, than before (Vanu was more balanced).


You know, I notice a ton of air on Jaeger for the TR as well. They seem to be able to field a huge air force and the NC and VS hardly seem to pull any counter to it - EVER. I am almost always the only burster MAX on the field as the NC troll across the landscape - usually on foot (which boggles my head at times). VS at least field some tanks and sundies. NC... I can't count how many times I drop in on a yellow deploy outpost and there are 5 NC to a full squad of TR or VS - no vehicles, no Sundy AMS, just running from the adjacent outpost across the open field. I don't understand it.


Title: Re: Planetside 2
Post by: Miasma on January 22, 2013, 09:54:23 AM
I guess they actually put the seven day xp booster on sale today as the daily deal.  So if you have been buying one each week to boost your certs be sure to buy a stack of the things today.  I might spend my remaining balanced buying as many as I can.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 22, 2013, 09:57:15 AM
Yeah, our group has been running lots of squad boosts recently. Only thing that stops some of us is we have the alpha squad boost. If not for that, I would give back too. However, all boosts are better than the alpha squad one, I may just cave.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 23, 2013, 10:31:06 AM
(http://i.imgur.com/C52zwhu.jpg)

Stunning!


Title: Re: Planetside 2
Post by: Mrbloodworth on January 23, 2013, 11:09:13 AM
Quote
Sony Online Entertainment LLC (SOE) today announced a new partnership with the leading publisher of client-based MMO games in Russia and the Commonwealth of Independent States (CIS), Innova Systems (Innova), to bring the award-winning massively multiplayer online first-person shooter (MMOFPS) PlanetSide®2 to Russian-speaking territories. This new partnership was revealed at the Igromir 2012 expo in Moscow.

The international partnership grants Innova exclusive publishing rights for PlanetSide 2 in its territory and ensures that dedicated servers, local customer support and payment gateways will be provided for the game. PlanetSide 2 will be launched under a free-to-play model, granting players basic access to the game free of charge so they can choose to play the game in a way that suits them best.



Title: Re: Planetside 2
Post by: Mrbloodworth on January 24, 2013, 07:15:11 AM
Quote from: 01.22.2013
   

    Players may note the following changes:

    A number of Server and Client stability optimizations have been made.
    The Heavy Assault Shield should no longer fail to work after respawning.
    The Deployment screen now features top defensive locations on the continent as respawn points.
    Instant Action will now send players to areas with more combat.
    New players will now be placed at a spawn point in a battle instead of being drop podded in.

   Liberators/Galaxies:

    These aircraft are now easier to lock-on to with anti-air missles. By default you can lock on to them 1 second faster. This means it requires 2.5 seconds to lock on to an ESF and 1.5 seconds to lock-on to a Liberator/Galaxy.
     Lock on rockets and missiles should now hit more frequently and are harder to dodge.

    Lock-on weapons can only be avoided by the following:

        
  • Flares
  • Forcing the missile to hit something else
  • Outrunning it which requires you to be distant and burn a lot of fuel
  • A very near miss which should be very challenging

Quote from: Hotfix 01.24.2013

The servers will come down at 12:00 AM PT for a hotfix to address a few outstanding issues. Downtime is anticipated to be less than 90 minutes. Players may note the following changes:

A New Weapon is now Available! The G40-F Ranger will make that Reaver pilot think twice about strafing your tank.

A30 Walker:

The Walker has been adjusted in the following ways:

  
  • Projectile Speed has been increased.
  • Fire Rate has been increased.
  • General firing and accuracy has been adjusted.
  •  Damage has been increased against aircraft.
  • Damage has been reduced against Infantry and Armor.
  • Ammo capacity has been increased 50%
  • Certification for Ammunition Capacity have been adjusted to only add +5 to magazine instead of +10.

Video of the new gun and changes in action.
PlanetSide 2 - Hotfix 01.24.2013  (http://www.youtube.com/watch?v=OppP74UEU_4&feature=youtu.be)





Ultimate Empire Showdown - Join the Fight (http://www.planetside2.com/news/ues-join-the-fight)

Quote
Your Empire Needs YOU for the Ultimate Empire Showdown

During the Ultimate Empire Showdown on January 25th, three teams of representatives will fight for their Empires, battling to win the ultimate bragging rights. But even if you're not at the live event, you can be a part of the action!

Your Empire needs you to help secure additional victories that will bring glory and honor to those who succeed. Whether you're chilling at home in your mom's luxurious basement, or commanding the charge from your posh penthouse headquarters, it's all hands on deck for this event!

Log in and show your might through these three challenging scenarios, and show your enemies who they are contending with. Help your empire dominate to claim total victory!

* Flight of the Galaxies – The Empire that owns this facility on the most servers at the end of this 30-minute challenge will secure the victory.

* None Shall Pass –If this facility is in your Empire's hands on the most servers at the end of this 30-minute challenge, triumph will be yours.

* Territory Tyrant – Control the most territory on this continent on the most servers at the end of this 30-minute challenge to win this battle for your Empire.

Everyone can be involved in this battle between Empires and servers. Join us on Connery to play alongside LevelCap, SeaNanners and Total Biscuit, or play on other servers to show your Empire's complete superiority. All three challenges take place on Amerish.

Trophies for each challenge will be awarded at the live event to the leaders of the winning Empire. Stay tuned to our Twitch.tv channel from 4-7PM PST for live coverage of the entire evening's events. We'll show you what the soldiers at ground zero are doing; YOU show your support in the most creative ways you can imagine and help earn the Player's Choice award for your Empire. Share your Empire pride via Facebook, Twitter and Google+ before and during the event.

If you're in the Los Angeles area, be sure to come down to the Ultimate Empire Showdown for a chance to meet the game's developers, mingle with your allies and enemies, and watch the throwdown at the Showdown live as it happens. Admission is free -- click here for information on how to get on the list.

Will SeaNanners and his NC companions wipe the floor with their foes? Will LevelCap and the Vanu team eliminate the competition? Or will Total Biscuit lead TR to prove their prowess?

Win or lose, we'll see you on Friday. The fight is over when the enemy is down. Go forth and do what honor demands!


Title: Re: Planetside 2
Post by: Miasma on January 24, 2013, 08:49:30 AM
So they buffed the air version of the anti air walker, but not the useless version currently used on tanks, and then started selling a different anti air tank secondary?  Classy.

An unreported change with the lock ons is that the time to lock onto a tank has also been reduced.  I don't know if it's only faster for MBT or if lightnings are also affected.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 24, 2013, 08:51:52 AM
The G-walker and missile lock on time was last patch.


Title: Re: Planetside 2
Post by: Nija on January 24, 2013, 09:08:51 AM
The walker looks MUCH improved. I'm going to finish kitting out my galaxy now.

edit: Yeah a 5 person galaxy is amazing right now. Fly low with bulldogs/IR off the sides. Walkers above and behind.

Rammed 2x mossies and the walker guys shot down 4. Run ended when one guy wanted to get coffee and I crashed us trying to goomba stomp a prowler.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 24, 2013, 10:34:14 AM
That config is called a Galaxy gunship :) and its beast. But you are toast if you have no other air support.


Title: Re: Planetside 2
Post by: Nija on January 24, 2013, 12:43:33 PM
Not after today's patch.


Title: Re: Planetside 2
Post by: Jimbo on January 24, 2013, 07:43:17 PM
What is the big event tomorrow?  I'm reading that it is on Connery only, but are they having other events on the other servers?

Plus I still can't get the in-game voice to work.  It recognizes my headset and my sound card and all the gear, but I can't get it to work.  I know my system works for vent and teamspeak.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 25, 2013, 07:46:45 AM
What is the big event tomorrow?  I'm reading that it is on Connery only, but are they having other events on the other servers?

The Ultimate empire showdown.

On one server will be a televised event with the three chosen commanders outlined here: PlanetSide 2: Ultimate Empire Showdown  (http://www.youtube.com/watch?v=z7v_VslMhu8&feature=player_embedded)

Meanwhile, on every other server will be this event:
Quote
Your Empire Needs YOU for the Ultimate Empire Showdown

During the Ultimate Empire Showdown on January 25th, three teams of representatives will fight for their Empires, battling to win the ultimate bragging rights. But even if you're not at the live event, you can be a part of the action!

Your Empire needs you to help secure additional victories that will bring glory and honor to those who succeed. Whether you're chilling at home in your mom's luxurious basement, or commanding the charge from your posh penthouse headquarters, it's all hands on deck for this event!

Log in and show your might through these three challenging scenarios, and show your enemies who they are contending with. Help your empire dominate to claim total victory!

* Flight of the Galaxies – The Empire that owns this facility on the most servers at the end of this 30-minute challenge will secure the victory.

* None Shall Pass –If this facility is in your Empire's hands on the most servers at the end of this 30-minute challenge, triumph will be yours.

* Territory Tyrant – Control the most territory on this continent on the most servers at the end of this 30-minute challenge to win this battle for your Empire.

Everyone can be involved in this battle between Empires and servers. Join us on Connery to play alongside LevelCap, SeaNanners and Total Biscuit, or play on other servers to show your Empire's complete superiority. All three challenges take place on Amerish.

Also, for those playing: Double XP weekend! Till Monday at noon.


Feel free to join us: http://bastardbattalion.enjin.com  :grin:


Title: Re: Planetside 2
Post by: Mrbloodworth on January 25, 2013, 08:40:30 AM
SOE just published the 6 month Roadmap.

The site imploded.

http://www.planetside2.com/roadmap


Title: Re: Planetside 2
Post by: 01101010 on January 25, 2013, 10:03:02 AM
What is the big event tomorrow?  I'm reading that it is on Connery only, but are they having other events on the other servers?

The Ultimate empire showdown.

On one server will be a televised event with the three chosen commanders outlined here: PlanetSide 2: Ultimate Empire Showdown  (http://www.youtube.com/watch?v=z7v_VslMhu8&feature=player_embedded)

Meanwhile, on every other server will be this event:
Quote
Your Empire Needs YOU for the Ultimate Empire Showdown

During the Ultimate Empire Showdown on January 25th, three teams of representatives will fight for their Empires, battling to win the ultimate bragging rights. But even if you're not at the live event, you can be a part of the action!

Your Empire needs you to help secure additional victories that will bring glory and honor to those who succeed. Whether you're chilling at home in your mom's luxurious basement, or commanding the charge from your posh penthouse headquarters, it's all hands on deck for this event!

Log in and show your might through these three challenging scenarios, and show your enemies who they are contending with. Help your empire dominate to claim total victory!

* Flight of the Galaxies – The Empire that owns this facility on the most servers at the end of this 30-minute challenge will secure the victory.

* None Shall Pass –If this facility is in your Empire's hands on the most servers at the end of this 30-minute challenge, triumph will be yours.

* Territory Tyrant – Control the most territory on this continent on the most servers at the end of this 30-minute challenge to win this battle for your Empire.

Everyone can be involved in this battle between Empires and servers. Join us on Connery to play alongside LevelCap, SeaNanners and Total Biscuit, or play on other servers to show your Empire's complete superiority. All three challenges take place on Amerish.

Also, for those playing: Double XP weekend! Till Monday at noon.


Feel free to join us: http://bastardbattalion.enjin.com  :grin:

Amerish is going to be crushed and there are going to be a lot of pissed off people who will get left out of this event. They really needed to break these three up among the three continents.


Title: Re: Planetside 2
Post by: Miasma on January 25, 2013, 10:09:28 AM
I can't read all of the roadmap because the site is getting crushed but if they actually implement all of those at once bases would be incredibly difficult to attack and actually take.  I like reducing spawn camping but they are trying to do it by making many big changes instead of tweaks.  At least the devs seem engaged and are listening.  Most of the changes they have made so far have been positive, there have been no idiotic attempts to ram stuff down our throats.


Title: Re: Planetside 2
Post by: Miasma on January 25, 2013, 10:22:04 AM
Here is a list of the bullet points in case it isn't loading for you:


Title: Re: Planetside 2
Post by: Sparky on January 25, 2013, 10:31:59 AM
That's an ambitious roadmap.  I'll be extremely pleased if a small fraction of it gets deployed on schedule.


Title: Re: Planetside 2
Post by: 01101010 on January 25, 2013, 10:36:58 AM
Good old Interlinks coming back... and Hossin. I am good there...

Quote
April - Empire Specific Run Animations
We'd like to add some variance and Empire-specific feel to the player run animations.

Umm... what?


Title: Re: Planetside 2
Post by: koro on January 25, 2013, 10:43:07 AM
Vanu prance, TR goose-step, and NC just kind of slide around in a fetal position.


Title: Re: Planetside 2
Post by: Trippy on January 25, 2013, 10:46:41 AM
The NC is are more like a bunch of spazzes.


Title: Re: Planetside 2
Post by: Miasma on January 25, 2013, 10:47:45 AM
That's an ambitious roadmap.  I'll be extremely pleased if a small fraction of it gets deployed on schedule.
You can vote up and discuss each option (if the site were working).  I think the idea is to get a feel from the players about which are good ideas and should be priorities rather than doing them all.

Vanu prance, TR goose-step, and NC just kind of slide around in a fetal position.
I want that crazy leg bug (http://www.youtube.com/watch?v=zdbB7xOErlw) back as the official NC run animation.


Title: Re: Planetside 2
Post by: shiznitz on January 25, 2013, 11:00:58 AM
That's an ambitious roadmap.  I'll be extremely pleased if a small fraction of it gets deployed on schedule.

An ambitious roadmap back to PS1 features...


Title: Re: Planetside 2
Post by: Miasma on January 25, 2013, 01:20:14 PM
I don't see why that continent lock idea is so popular, going at almost 300 like 1 dislike right now.  I don't like the idea of being unable to go to a continent.  What's the advantage of stopping all combat on one (or more) continents?


Title: Re: Planetside 2
Post by: tazelbain on January 25, 2013, 01:24:14 PM
Because it gives a small sense victory in otherwise interminable game.


Title: Re: Planetside 2
Post by: 01101010 on January 25, 2013, 01:35:07 PM
That's an ambitious roadmap.  I'll be extremely pleased if a small fraction of it gets deployed on schedule.

An ambitious roadmap back to PS1 features...

I was going to say this...but stopped short


Title: Re: Planetside 2
Post by: Mrbloodworth on January 25, 2013, 04:38:08 PM
I don't see why that continent lock idea is so popular, going at almost 300 like 1 dislike right now.  I don't like the idea of being unable to go to a continent.  What's the advantage of stopping all combat on one (or more) continents?

For one, it funnels population. For two, it is a sense of ownership. Third, it makes it so you are not constantly fighting over the same content all the time, a form of server rotation if you will. 


Title: Re: Planetside 2
Post by: Trippy on January 25, 2013, 04:40:20 PM
I get enough sense of continent ownership from the continent bonus. A cap lock without adding a bunch more continents is going to make pop locks a real issue.


Title: Re: Planetside 2
Post by: 01101010 on January 25, 2013, 09:53:05 PM
I get enough sense of continent ownership from the continent bonus. A cap lock without adding a bunch more continents is going to make pop locks a real issue.


Well if the server populations are really drying up, locking a continent won't be too big of an issue. Push a single continent to max population and then have the other as overflow will bring back huge battles if one continent is locked for a few minutes (hour, whatever timers). I like the idea of it but I am also aware of the possible problems. It definitely would not work on high population servers, but those really no longer exist.


Title: Re: Planetside 2
Post by: Trippy on January 26, 2013, 12:05:50 AM
There have been a couple of times on Connery the last few weeks where Indar has been pop locked to the NC so these things do happen now.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 26, 2013, 07:46:18 AM
Same thing on Mattherson. One continent poplocked.


Title: Re: Planetside 2
Post by: shiznitz on January 26, 2013, 06:10:57 PM
I realy want a re-cert option.  I have wasted a few hundred certs on sub-optimal things.


Title: Re: Planetside 2
Post by: Nija on January 27, 2013, 01:13:34 PM
http://www.youtube.com/watch?v=1RKJ-IW-yGg&hd=1


Title: Re: Planetside 2
Post by: Mrbloodworth on January 27, 2013, 01:47:22 PM
 :awesome_for_real:


Title: Re: Planetside 2
Post by: shiznitz on January 28, 2013, 07:54:30 AM
At BR17 now and my certs are a mess.  I don't know what direction to go.  I bought the grenade launcher on the Gauss Compact S for my engineer because I sounded like fun, but it is something I use rarely.  I bought the forward grip on the same gun (the gun's recoil is primarily vertical, though) and learned that I cannot have both equipped together.  I wasted a bunch of certs finding the scope that I like the best (2.0x reflex).  I keep bouncing between Nanoweave Armor and Flak Armor indecisively. 

The certs I like are my lower MAX timer (4 certs) and the slug ammo for my hacksaw (but I am completely annoyed that slug ammo has to be bought separately for each shotgun style).  Reload certs for my lightning HE were nerfed when they (correctly, if not a bit overdone) reduced base reload time by 25%.  Bouncing betty mines are awesome, but carrying only 1 at a time is a pain.  I love solo capturing a remote control point, laying a mine at the terminal and waiting for the re-capper to step on it.  Makes me giggle.

My engy tool is at 80% and I don't see the need to go to 100%.  I play engy/HA/MAX/Lighting pretty much equally.  I guess that is making it harder to commit in one direction.

I think I should go for mines and the bandolier on my Engy and HA builds, but that is a lot of cert investment that I don't want to regret later. 


Title: Re: Planetside 2
Post by: Mrbloodworth on January 28, 2013, 08:08:38 AM
I play engy/HA/MAX/Lighting pretty much equally.  I guess that is making it harder to commit in one direction.

Yep.

Also, you should reconsider that max repair tool level, things a beast, the speed that you will heal maxes is the difference between life and death for them. On my medic, not having to heal someone further after a revive is tits, I can also revive 4 people in the time it takes you to do one and heal them..


Title: Re: Planetside 2
Post by: Trippy on January 28, 2013, 10:23:47 AM
I bought the grenade launcher on the Gauss Compact S for my engineer because I sounded like fun, but it is something I use rarely.
I love my Compact S grenade launcher, even with its bugs. I've taken down lots of Heavies and even a few Maxes with it. Just keep practicing with it and when you run into the ammo reload bug go find a terminal or AMS to resupply at. If it gets stuck in GL mode (can't switch back to gun mode), switch out to your pistol and then switch back to it or gun mode.

Edit: fix quote


Title: Re: Planetside 2
Post by: Miasma on January 28, 2013, 10:39:33 AM
Last level of repair gun isn't as game changing a last level of medic but it does speed things up.  It shouldn't be a high priority though.

The underbarrel launchers are all buggy (a lot of duds that do no damage and the resupply from ammo packs often breaks) so they aren't very good right now, once fixed having it on an engineer that can resupply from his own ammo pack could be awesome though.

For now I would recommend the gd-7f, it's one of our few good weapons (even though the tr and vanu variants are still better).  If you use hipfire it has an advanced laser sight option.

The difference between no nanoweave and maxed is being able to take one to three more bullet hits, which gives you an extra tenth of a second or so...  The theorycrafters say it might be useful for HA with a certain type of shield if used perfectly.  Explosions are everywhere, flak armor gives twice as much protection for half the cert cost, go flak armor.

Bandolier is your suit slot, so you would lose your armor.  I could see it as a light assault, maybe heavy but not engineer.

First level of tank mines gives two of them, enough to blow up anything without a mineguard.  If killing one guy with a betty makes you giggle you will lose your shit after dropping two tank mines on a bridge and blowing up a full sunderer.  I have found that one betty isn't enough to kill a lot of people anymore since so many have flak armor so now I drop two in the same place.

You're going to waste a lot of certs until you decide which one or two classes you like most, just how it goes.  Come March we might get a paid respec option.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 28, 2013, 11:49:07 AM
This all comes down to your play style.


Title: Re: Planetside 2
Post by: shiznitz on January 28, 2013, 12:00:53 PM
All of that helps.  I will stick with Flak and go for final repair gun.  I have the GD-7F but haven't given it a lot of work yet.


Title: Re: Planetside 2
Post by: 01101010 on January 28, 2013, 12:34:55 PM
Having spread my certs out across everything bu infiltrator... Yes, I agree that there is some buyer's remorse. In the beginning I plopped points in nanoweave armor for my LA then Flak - then realized I could only equip one. Now I use adrenaline pump exclusively for LA so I burned ~300 certs in armor upgrades to a class that I will never/hardly ever use again. I know that cert gain is infinite, but still would like those points back to be useful for something like my last medic gun or repair gun or my last nano-armor on my HA, or the last rival chassis on my lighting, or the final flak armor on the MAX...or kinetic. There is rumblings about a cert reset thing in the Road Map so I am hopeful. For now though... I can deal with it. For new people though, they really should be aware of dropping certs into stuff that is pretty useless.


Title: Re: Planetside 2
Post by: shiznitz on January 28, 2013, 01:13:09 PM
The game does a poor job of explaining the relative benefits on many of the certs.  This is not a surprise, but the MMO genre in general is pretty bad at that, relying on third party websites for such information.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 28, 2013, 01:15:56 PM
Big patch Wed.

I Is Excite!


Title: Re: Planetside 2
Post by: Tale on January 28, 2013, 04:16:56 PM
In the beginning I plopped points in nanoweave armor for my LA then Flak - then realized I could only equip one.

:( I became so careful early after I bought an upgrade on the wrong variant of the gun I had been upgrading.


Title: Re: Planetside 2
Post by: Miasma on January 28, 2013, 04:51:48 PM
Propaganda. (http://www.youtube.com/watch?v=sRbi_5sGxQs)


Title: Re: Planetside 2
Post by: Mrbloodworth on January 30, 2013, 08:47:28 AM
Some tower changes:

(http://www.planetside-universe.com/media/album/mp52rz6sp6/20130129_51086a79379c0.jpg)

(http://www.planetside-universe.com/media/album/mp52rz6sp6/20130129_51086a82b8096.jpg)

(http://www.planetside-universe.com/media/album/mp52rz6sp6/20130129_51086a8fa1ed3.jpg)


Title: Re: Planetside 2
Post by: shiznitz on January 30, 2013, 08:52:09 AM
Wow, cover! Who would have thought of that? 


Title: Re: Planetside 2
Post by: Mrbloodworth on January 30, 2013, 08:53:45 AM
Propaganda. (http://www.youtube.com/watch?v=sRbi_5sGxQs)

 Propaganda. (http://www.youtube.com/watch?feature=player_embedded&v=4QMceVpV9N4/)


Title: Re: Planetside 2
Post by: Surlyboi on January 30, 2013, 09:07:29 PM
Leave it to the TR to steal footage from Halo and mistake NC liberals for fascists...  :drill:


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2013, 08:46:37 AM
Leave it to the TR to steal footage from Halo and mistake NC liberals for fascists...  :drill:

It makes for a good speech! ( NC liberals? )

Quote
The New Conglomerate was initially formed on Earth, over a century before the wormhole collapse as a mega-collective of civilian corporations who worked alongside the Terran Republic government on virtually every project throughout the solar system. After arriving on Auraxis, the New Conglomerate continued to work along with the Terran Republic on shaping and building up the new world. Over decades, tensions grew because of the rules the Republic enforced and the remaining corporations of the N.C. began rallying rebel groups on the fringe of the civilian population and began organizing a campaign of insurgency. It was then a small group of freedom-fighters that called themselves "Liberty's Call" staged a demonstration protesting the Terran Republic's blatant, systematic elimination of human rights. A large group of people gathered to hear their views; however, the Republic's Riot Police put an end to the demonstration, killing every protester and even several innocent onlookers. Now, more than a hundred years later, the New Conglomerate, founded on the same principles as those supposedly slaughtered in the "alleged" Liberty's Call massacre, is determined to write a new chapter of history. A chapter free of the overbearing and draconian regime from which they claim to have emerged. Staging a short and brutal rebellion, the fledgling movement broke away from the Republic, wresting from it control of several rebirthing facilities and the loyalty of many of its battered and oppressed citizens.


Title: Re: Planetside 2
Post by: 01101010 on January 31, 2013, 08:52:38 AM
Never understood the whole freedom fighter angle to the NC. They are fighting for their corporate overlords, so where the hell is the freedom there? Vanu I get... their argument is somewhat logical. NC? Not even close.


Title: Re: Planetside 2
Post by: Mrbloodworth on January 31, 2013, 08:57:06 AM
NC to me, is the Tea party of Auraxis. They think they are libertarians, but are really just co opted corporate stooges. Granted the TR are in many ways like the Peacekeepers of Farscape.


Title: Re: Planetside 2
Post by: Engels on January 31, 2013, 02:24:39 PM
I think that the original writers were making an interesting political statement; While any government turns to tyranny, corporations escaping from regulation turn to their own form of tyranny often called 'freedom'. See: The USA.


Title: Re: Planetside 2
Post by: Jimbo on February 02, 2013, 09:26:11 AM
I thought the back story was two kings had a bicycle race and one cheated... oops! Wrong FPS  ;D

The patch is going in today, servers are still down, but I'm interested in how the new sub-machine guns preform.


Title: Re: Planetside 2
Post by: Miasma on February 02, 2013, 09:48:37 AM
Woke up to a 4.5 gig patch, guess I won't be playing for a while.


Title: Re: Planetside 2
Post by: Viin on February 02, 2013, 12:29:10 PM
Thanks for the heads up.


Title: Re: Planetside 2
Post by: Nija on February 02, 2013, 01:59:30 PM
While on one hand I hate the pop-in of loaded effects (Think housing in UO) I think these patch sizes are really dumb.

We're basically re-downloading all 3 continents to implement the tower/wall changes.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 02, 2013, 02:39:38 PM
and a new Terrain system.


Title: Re: Planetside 2
Post by: Viin on February 02, 2013, 06:49:31 PM
It is a lot, but honestly I downloaded it all in less than 15 minutes. It was super quick.


Title: Re: Planetside 2
Post by: Pennilenko on February 02, 2013, 07:11:53 PM
What ever they did managed to destroy a great many players frame rates.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 02, 2013, 09:07:04 PM
Performance took a dive though.


Title: Re: Planetside 2
Post by: Simond on February 03, 2013, 04:49:57 AM
Flak rounds are messed up, or something.


Title: Re: Planetside 2
Post by: Jimbo on February 03, 2013, 06:09:37 AM
So are armor and base anit armor guns.

The damn Vanu had there tank working, though...


Title: Re: Planetside 2
Post by: Simond on February 03, 2013, 07:50:02 AM
Sorry, I wasn't clear. It's the flak ammo explosions (and presumably everything with similar graphics) which is supposed to be causing the visual lag.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 03, 2013, 07:59:45 AM
There was a hotfix at midnight last night. Hopefully it corrected the FPS issues. Other than that, this patch is great!


Title: Re: Planetside 2
Post by: 01101010 on February 03, 2013, 09:44:48 AM
There was a hotfix at midnight last night. Hopefully it corrected the FPS issues. Other than that, this patch is great!

Aside from the tank shells being, ya know, NOT.   :why_so_serious:


Title: Re: Planetside 2
Post by: Simond on February 03, 2013, 03:31:02 PM
Delete useroptions.ini to make your wildest dreams come true! fix the FPS bug.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 03, 2013, 05:54:34 PM
Tanks seem to be fixed.


Title: Re: Planetside 2
Post by: 01101010 on February 03, 2013, 06:37:32 PM
Tanks seem to be fixed.

The Prowler buff along with the lockdown twist means I now have a fucking sniper rifle tank that rivals the magrider. Projectiles are so fast there is little to no drop and aircraft that are not full throttle are pretty easy to pop.

Me likes.  :drill:


Title: Re: Planetside 2
Post by: shiznitz on February 04, 2013, 08:32:08 AM
This is reasonably balanced by the fact that a locked down prowler is now a piece of cake to hit from long range with my Shrike or Annihilator.  a small group of HA so equipped will kill one almost before it starts moving.


Title: Re: Planetside 2
Post by: Nija on February 04, 2013, 08:53:22 AM
Prowler lockdown rank 4 is bugged. Projectiles are traveling at +200% speed rather than +20% speed.


Title: Re: Planetside 2
Post by: Jimbo on February 04, 2013, 09:59:23 PM
Tank shells work again for TR and NC, but the FPS or performance still sucks.  Been toying with setting, but is is pretty miserable in big battles for me now.


Title: Re: Planetside 2
Post by: 01101010 on February 05, 2013, 06:44:46 AM
Yeah... frames per second were turning into frames per minute last night. Running around with zerg is no longer an option because if you look at it on the battle field, I'd drop to 2-4fps. As BW was saying...look away! I was noticing that if the zerg started moving on, my fps would slowly come back...but then I was getting some strange 50fps to 19fps oscillation every second. My theory is it has to be related to this rendering threats taking priority. I never figured out how that would work to begin with given a guy shooting your tank with a rocket launcher would be a threat and thus render, but what happens if he shoots and ducks away to reload...he no longer is a threat. Same if a guy with a deci - what determines if he is a threat to my tank or the guy next to me. /boggle


Title: Re: Planetside 2
Post by: shiznitz on February 05, 2013, 06:57:10 AM
The new SMGs are really deadly up close.  I was firing on enemy armor when an infil SMGed me in the back at point blank range. I basically died as quickly as the sound of the weapon registered in my brain.  I am not complaining about this, just making an observation.  If you like to get up close and personal before unloading on someone, the SMGs are for you.  They are still competitive at medium range as well, but the clip size makes that more problematic.


Title: Re: Planetside 2
Post by: 01101010 on February 05, 2013, 07:14:52 AM
The new SMGs are really deadly up close.  I was firing on enemy armor when an infil SMGed me in the back at point blank range. I basically died as quickly as the sound of the weapon registered in my brain.  I am not complaining about this, just making an observation.  If you like to get up close and personal before unloading on someone, the SMGs are for you.  They are still competitive at medium range as well, but the clip size makes that more problematic.

If you get up that close, might as well knife the opponent. More demoralizing IMHO. But yeah, I have heard this - the SMG is hte new infil shotty.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 05, 2013, 01:31:01 PM
Hotfix up.


Title: Re: Planetside 2
Post by: Surlyboi on February 05, 2013, 03:25:34 PM
The new SMGs are really deadly up close.  I was firing on enemy armor when an infil SMGed me in the back at point blank range. I basically died as quickly as the sound of the weapon registered in my brain.  I am not complaining about this, just making an observation.  If you like to get up close and personal before unloading on someone, the SMGs are for you.  They are still competitive at medium range as well, but the clip size makes that more problematic.

If you get up that close, might as well knife the opponent. More demoralizing IMHO. But yeah, I have heard this - the SMG is hte new infil shotty.

More demoralizing yes. But sometimes not as effective. That SMG can take out multiple targets in the time it takes you to knife one guy. For shit like base defense as an infil, it's potent as fuck.


Title: Re: Planetside 2
Post by: Druzil on February 06, 2013, 11:02:05 AM
I've been using the NC SMG and it's pretty good.  I like it better than the Sweeper, good TTK, it's really accurate and you can actually pick some people off at medium range unlike the Sweeper where you're just totally ineffective.  The mag size is just so small though that you really have to be ready to reload constantly.  Not sure if I'll replace my GR-22 or not yet for medic, but it's a good buy especially since the certs you spend on it are available on all the classes.


Title: Re: Planetside 2
Post by: shiznitz on February 06, 2013, 12:05:14 PM
You hit the beauty of this weapon: all classes can use so a very efficient use of certs.  I expect a small TTK nerf on the uncerted baseline at some point, though.  The balance between short and close range should move closer to the shotgun model, although the buff to the shotguns shows that SOE has thought of this a bit already.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2013, 07:41:11 AM
Patch really smoothed things out. Also, I keep finding things about the GU2 that are just well done. For instance name tags are just 100% better now. Not only is the squad leader unique, squad member numbers appear next to names now. With the added bonus of other squads in a platoon only showing as a number and color, unless you target them.

Really nice useability touches all over the place. XP readout, Times on Vechs... Great stuff all over.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 07, 2013, 08:52:41 AM
What the VANU do all day. (http://www.youtube.com/watch?feature=player_embedded&v=cDqoE2-x8kg#!)


Title: Re: Planetside 2
Post by: Lantyssa on February 07, 2013, 12:06:43 PM
Yet we get so much hate. :cry:


Title: Re: Planetside 2
Post by: Trippy on February 07, 2013, 12:12:00 PM
If I had guns that created giant flashes that blinded opposing players I'd be shooting them off all the time too :awesome_for_real:


Title: Re: Planetside 2
Post by: shiznitz on February 07, 2013, 12:30:37 PM
What the VANU do all day. (http://www.youtube.com/watch?feature=player_embedded&v=cDqoE2-x8kg#!)

When your armor prevents a circle jerk...


Title: Re: Planetside 2
Post by: Megrim on February 07, 2013, 12:39:47 PM
How to tell if you are a Vanu player: you watched all seven minutes of that.


Title: Re: Planetside 2
Post by: Pennilenko on February 07, 2013, 12:59:57 PM
How to tell if you are a Vanu player: you watched all seven minutes of that.

Oh shit, you got me. :drillf:


Title: Re: Planetside 2
Post by: Miasma on February 07, 2013, 01:20:44 PM
http://www.youtube.com/watch?v=JNLNfN-WCZg


Title: Re: Planetside 2
Post by: schpain on February 07, 2013, 02:16:38 PM
I'm a pretty easy-going guy.  I played a human paladin in WoW who had corrective surgery to become a b-elf, and I play Vanu.  This was my WoW theme clip:

http://www.youtube.com/watch?v=RMZEMvJ-km4

But these Vanu videos are making me seriously consider going TR...


Title: Re: Planetside 2
Post by: Megrim on February 07, 2013, 03:06:56 PM
How to tell if you are a Vanu player: you watched all seven minutes of that.

Oh shit, you got me. :drillf:

Don't worry man, so did I. So did I.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 08, 2013, 06:49:42 AM
Bastard Battalion - Planetside 2: Keep it Together  (http://www.youtube.com/watch?v=LjGUK7PoO4M&feature=youtu.be)  :grin:

http://bastardbattalion.enjin.com



HotFix Notes:



Title: Re: Planetside 2
Post by: shiznitz on February 08, 2013, 07:47:19 AM
Annihilator nerf seems unnecessary to me.  2 seconds is a long time in practice. 


Title: Re: Planetside 2
Post by: Mrbloodworth on February 08, 2013, 02:00:20 PM
Oh VANU. (http://www.youtube.com/watch?v=D2NUbh_iqxg)  :awesome_for_real:


Title: Re: Planetside 2
Post by: Miasma on February 08, 2013, 05:49:33 PM
Sometimes I wish I played vanu...


Title: Re: Planetside 2
Post by: 01101010 on February 08, 2013, 05:52:08 PM
Sometimes I wish I played vanu...

You shut your filty whore mouth right now...


Title: Re: Planetside 2
Post by: shiznitz on February 09, 2013, 04:27:07 PM
Oh VANU. (http://www.youtube.com/watch?v=D2NUbh_iqxg)  :awesome_for_real:

My anus clenched.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 12, 2013, 09:33:37 AM
They have been testing out some render distance stuff on a few of the servers. Someone made a video:

http://www.youtube.com/watch?v=CKRW08F6Fp4&feature=player_embedded

This is in reference to Actors, not terrain.


Title: Re: Planetside 2
Post by: Jimbo on February 12, 2013, 09:46:09 AM
How often do they do double or triple cash rewards?  Then again, I should wait till they actually change it so that if you buy something you get it for all three factions (like posted on the road map).

I'm yelling at my local Wal Mart anyway, they never have the $15 =2000 station cash cards in.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 12, 2013, 09:48:47 AM
They have only done it two times so far. As for cross account unlocks, you will be fine is you stick to one toon, they have said account level stuff will be retroactive. So what ever you buy now, on one toon, you will eventually have an all appropriate ones when it goes in. Just avoid buying the same things on two toons, that may get messy.


Title: Re: Planetside 2
Post by: shiznitz on February 12, 2013, 09:56:52 AM
So I assume that means things like common vehicle enhancements like Skyguard and HE Lightning turrets that I bought for my NC toon will eventually be available on my TR toon?


Title: Re: Planetside 2
Post by: Mrbloodworth on February 12, 2013, 09:59:08 AM
Yep. Or Equivalent, I suppose ( Factional stuff ).  


Title: Re: Planetside 2
Post by: Jimbo on February 12, 2013, 11:08:16 AM
Yeah my account will be a mess, I used 3 of the gamestop cards so I have like three of those guns, plus I bought one before I bought the cards...ugh.

I've been concentrating on my engineer on NC lately, so I'm unlocking things for him. The last level of repair wasn't that impressive, (not like the last medic revive/heal that is sweet!!). How about the unlocks for HA? I bought the vehicle and air rocket launchers, so hopefully those will transfer over, along with the max stuff.

Oh there is nothing sweeter than running up to a deployed Sunderer, dropping 2 anti-tank mines on it, running away and seeing the kill come up for the Sunderer and some people deploying from it  ;D  Sticky grenades don't seem to be working right yet. Another thing that kinda sucks is that you can't have all three things that you spec for out. I like that I can deploy my turret as a decoy or maybe use it, deploy my ammo pack, and drop some mines. I have heard I can drop 2 anti-tank mines, go to a terminal and change to anti-personal, deploy them, then go back to the terminal and get the C-4.  I kinda wish we had the old planetside 1 ACE system engineer's had...but then all i carried was a "glue gun" and drove a lot.



Title: Re: Planetside 2
Post by: shiznitz on February 12, 2013, 12:50:21 PM
Y How about the unlocks for HA?

There are key questions you need to answer about how you like to play.  Do you tend to engage up close, or open field?  Do you use a hip fire weapon or prefer a using your sights?  Your gun can only have one feature of each cert category at a time.  That means if you want the forward grip to reduce horizontal recoil, nothing else in that cert group is useful to you.  Vertical recoil reduction requires the compressor, but that reduces hip firing accuracy so which do you want more?  I find the cert trees quite well done as they do make you choose how you want your gun to perform. 

I personally am a huge fan of the HA shotguns since they have almost no recoil and they don't require sight certs.  Grab the larger magazine and the slugs (if you want) and you have a gun that will kill any infantry in 3 shots within about 10m and 5 shots out to 15m.  The only issue I ever have with them is running low on ammo (26) but I have never actually run out before finding an ammo pack.


Title: Re: Planetside 2
Post by: 01101010 on February 12, 2013, 01:19:14 PM
I personally am a huge fan of the HA shotguns since they have almost no recoil and they don't require sight certs.  Grab the larger magazine and the slugs (if you want) and you have a gun that will kill any infantry in 3 shots within about 10m and 5 shots out to 15m.  The only issue I ever have with them is running low on ammo (26) but I have never actually run out before finding an ammo pack.

I was with you on this save for the HA. LA all the way with shotties. Adren Amp to close the gap and let loose. Not that HA is bad with the shotguns... but IMHO, a shotty is used for hit and run and HA is about rush and hold - you can do the rushing part, but holding is better done with a LMG.  :drill:


Title: Re: Planetside 2
Post by: shiznitz on February 12, 2013, 01:41:48 PM
I have to agree to a large extent.  I run with my Jackhammer only in outfit squads with other HA doing ops.  In open terrain I am usually Engineer or using NC6 Gauss which is a an unruly beast before some solid cert investments.


Title: Re: Planetside 2
Post by: 01101010 on February 12, 2013, 03:10:17 PM
I have to agree to a large extent.  I run with my Jackhammer only in outfit squads with other HA doing ops.  In open terrain I am usually Engineer or using NC6 Gauss which is a an unruly beast before some solid cert investments.

If you dump certs into the SAW, that gun becomes unholy. I finally got the compressor and both front grips on it and it does unspeakable things.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 13, 2013, 07:30:10 AM
Quote from: Hotfix 02.13.2013
Players may note the following changes:

· Alpha Squad boosts were regranted with full six months and extra bonus to resources and experience. All Alpha Squad players must re-equip the new boost.
· Depot – New Mana Anti-Vehicle Turret available for purchase.
· Light Assault – Fixed a bug where jump jet cert progression would not properly
· Invulnerability for revived players has been removed
· Effect added to help indicate temporary invulnerability on respawn
· Membership status window should correctly display loyalty level
· Missiles locked on to the vehicle in flight will again provide audio/visual indicators
· Fixing descriptions of the Mosquito M14 Banshee magazine certs


Title: Re: Planetside 2
Post by: 01101010 on February 13, 2013, 07:39:59 AM
Glad the Alpha boost was redistributed. I don't have it but I did think changing it meant giving it back to everyone that replaced and lost it.

Anti-Vehicle turret... in the depot so I can ignore it. I just don't see how it can work since tanks and aircraft already vaporize outpost and base turrets first since they are immobile targets and easy to pop off. Might be ok for dropping on a deployed Sundy. Gotta wonder if vehicle just means ground vehicles.


Title: Re: Planetside 2
Post by: Miasma on February 13, 2013, 08:02:51 AM
They're making me buy the AV turret?  DAMN YOU SOE!!!

I swear I've spent more money on this free game than I would have if there was a box price plus sub.

I didn't even notice people were invul on spawn.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 13, 2013, 08:13:41 AM
I didn't even notice people were invul on spawn.

If they had not told anyone, no one would. But it breaks on any action at all, and likely only helps those with slower load times. With this change any hard spawn or Sunderer spawned person will still have it, but medic revied will not.

Anyway, good Hotfix all around, and be sure there are more changes than whats listed. They seem to push out a hotfix to cover other things, like exploit fixes and such.


Title: Re: Planetside 2
Post by: shiznitz on February 13, 2013, 11:01:43 AM
They're making me buy the AV turret?  DAMN YOU SOE!!!

I swear I've spent more money on this free game than I would have if there was a box price plus sub.

I didn't even notice people were invul on spawn.

AV Mana turret is a death sentence since you have to be stationary to use it.  No thanks.


Title: Re: Planetside 2
Post by: Trippy on February 13, 2013, 11:22:26 AM
If the range is good with minimal drop it might be worth it.


Title: Re: Planetside 2
Post by: croaker69 on February 13, 2013, 11:29:02 AM
They're making me buy the AV turret?  DAMN YOU SOE!!!

I swear I've spent more money on this free game than I would have if there was a box price plus sub.

I didn't even notice people were invul on spawn.

AV Mana turret is a death sentence since you have to be stationary to use it.  No thanks.

It could be useful in static defense situations like the roof of a spawn.  It will need better splash damage protection than the default turret though.


Title: Re: Planetside 2
Post by: shiznitz on February 13, 2013, 12:23:25 PM
Since you have to buy the turret anyway, just buy a second Falcon (or other ES AV) for your MAX loadout.  At least then you can move and be healed.


Title: Re: Planetside 2
Post by: 01101010 on February 13, 2013, 12:50:09 PM
Since you have to buy the turret anyway, just buy a second Falcon (or other ES AV) for your MAX loadout.  At least then you can move and be healed.

Or stand around looking dumb if you are TR. The Pounder is just a sad sad weapon. Dual Pounders are doubly so.   :uhrr:


Title: Re: Planetside 2
Post by: Miasma on February 13, 2013, 01:39:15 PM
Is it dumbfire or lock on?  If lock on then I could just plop it with the annhilator swarms and be fine, would also be great to hide away to plink at aircraft.

If it's dumbfire I won't bother to buy it.  I bet it's dumbfire.


Title: Re: Planetside 2
Post by: Miasma on February 13, 2013, 01:40:24 PM
Hmmm, wireguided...

Quote
   Takes 4 front armour shots on the Mag to catch it alight
    Does about 55-60% damage to the rear of a Mag
    Does 25% damage to side armour on a Mag
    It's WIRE GUIDED so you can steer it in mid air
    No protective shield WHATSOEVER
    6s Between shots
    Certable decrease to 4.5s
    Costs 700 SC/1000 Certs

Wireguided could do some hilarious things to infantry if it has splash.

Edit: Guess it has low splash so it's hard to hit infantry.  It might be a bug but the turret shields aren't showing anymore so you don't have a giant glowing target in front of you.  Shields are still there and block bullets though.


Title: Re: Planetside 2
Post by: Surlyboi on February 13, 2013, 01:48:07 PM
Wire-guided? Oh FUCK yeah.

I was surgical with the goddamn phoenix. Used to crouch behind a wall and shoot people around corners.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 13, 2013, 02:03:33 PM
Anti-Vehicle Turret  (http://www.youtube.com/watch?v=jJ4AmGhFB6k&feature=youtu.be)



Title: Re: Planetside 2
Post by: Miasma on February 13, 2013, 02:10:47 PM
Oh, that's not what pops into my mind when someone says wire guided.  I assumed you would have the point of view of the missle itself, not directing it by moving your reticle.  Disappointing.


Title: Re: Planetside 2
Post by: Miasma on February 13, 2013, 03:51:35 PM
Wow the alpha boost is not only 50% more xp it's 50% more resources too.  For six months.  I'm amazed they upped that and handed them back out again.

Guess I wasted a bunch of smed bucks buying up the week boosts when they went on sale, I still have like 12 and won't need them for a long time.


Title: Re: Planetside 2
Post by: Miasma on February 15, 2013, 06:53:12 AM
Yet more launchers, faction specific, apparently coming today.  People are speculating they are similar to the ps1 launchers due to the ammo counts.

(https://pbs.twimg.com/media/BDGM7WzCQAAFRsb.jpg:large)
(https://pbs.twimg.com/media/BDGN5GACAAACo0w.jpg:large)
(https://pbs.twimg.com/media/BDGOkzvCQAAdFT7.jpg:large)

Possible new vehicle, VS I think.
(http://i.imgur.com/PclTG0Fl.png)


Title: Re: Planetside 2
Post by: Mrbloodworth on February 15, 2013, 07:25:37 AM
I think that Vech is common pool. As in Nanite systems make. Not faction specific. It looks SOMEWHAT like the Deliverer of old.

Unrelated: PlanetSide 2 Command Center: Episode 10 (http://www.twitch.tv/planetside2/b/367411503)


Title: Re: Planetside 2
Post by: 01101010 on February 15, 2013, 07:49:20 AM
Oh dear god the Lancer... loved that tank sniper rifle.  :drill:


Title: Re: Planetside 2
Post by: Jimbo on February 15, 2013, 09:24:13 AM
"Extreme Menace Kill" !!   :thumbs_up:

I don't see why more people don't play Vanu, I've been trying them out, and the Magrider is pretty good.  Same with there HA and Engi.

But my NC is still having a blast and I've become decent as a pilot.


Title: Re: Planetside 2
Post by: shiznitz on February 15, 2013, 11:16:55 AM
"Extreme Menace Kill" !!   :thumbs_up:


I got killed by a Lightning that then proceeded to drive over the mines I had just laid down.  It was awesome seeing "+625xp Extreme Menace Kill" in my respawn screen right after I got +125xp Revenge Kill exp.  That Lightning was almost 1,200xp for me because of those mods and my bonuses from Alpha and a 12 month sub.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 19, 2013, 08:53:47 AM
Tanks Pre Update 2 and after.



Title: Re: Planetside 2
Post by: Jimbo on February 19, 2013, 11:43:43 AM
After looking at the Main Battle Tank's statistics, what the hell was up with the Magrider?

Plus is it because the NC tends to not specialize and have so so equiped tanks, where the TR went with the deployment and AP rounds that fly fast and hard (supposedly getting main gun kills against some aircraft).



Title: Re: Planetside 2
Post by: 01101010 on February 19, 2013, 12:09:57 PM
After looking at the Main Battle Tank's statistics, what the hell was up with the Magrider?

Plus is it because the NC tends to not specialize and have so so equiped tanks, where the TR went with the deployment and AP rounds that fly fast and hard (supposedly getting main gun kills against some aircraft).



Guilty. I been sniping libs and ESFs and Gals pretty regularly with my prowler. I shun AP rounds though. Too many HA around with rocket launchers.


Title: Re: Planetside 2
Post by: Miasma on February 19, 2013, 12:37:29 PM
After looking at the Main Battle Tank's statistics, what the hell was up with the Magrider?
Before the changes magriders could easly strafe out of enemy fire, enemy shells travelled so slow they could just see them coming and dodge them.  So they nerfed the strafe speed and increased tank shell velocity.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 19, 2013, 01:09:16 PM
After looking at the Main Battle Tank's statistics, what the hell was up with the Magrider?

Low profile
High strafe maneuverability
Strongest armor is always facing forward ( Side effect of the fixed gun )
Pre-Patch They had an increase to hover distance (  Vertical ), making obstructions other tanks have to avoid, irrelevant.
Ability to be missed both by shooting over and UNDER the frame. No damage.
Rotation ability of the main body that's at least 2x the rotation speed of any other tanks turret, or main body.
Ability to go OVER other tanks and turn around to face the rear quickly ( Monster truck style )
Could climb slops other tanks can only look at
Speed boost as the special
Aim stabilization is something you do not have to consider in terms of terrain effecting you

I could go on.

Higby also released the graph for the same time period of how many tanks were pulled, just to squash the myth that the VS had to pull more tanks to compete post and pre patch.



Have a video of things imposable to do in any other tank:
Let's Play Planetside 2 - Magrider Tank battle 4  (http://www.youtube.com/watch?v=IrR4drWaDvs)
See how he just rides over those barriers? Watch how gaps are bridged with out a second thought, any other tank would have been stuck, or slid.

Granted, the tanks defining feature is its maneuverability. But it was broken before.


Title: Re: Planetside 2
Post by: Miasma on February 20, 2013, 05:38:44 AM
What they are calling game update three notes. (http://forums.station.sony.com/ps2/index.php?threads/server-downtime-and-gu03-02-20-2013.95936/)  Guess they are going to take a page from firefox's nonsense and call every bug fix patch a numbered "Game Update".

Also I guess Smedly tweeted about server merges happening soon.  Won't get character transfer until it is finished.

Quote
General Updates

· Tweaks have been made to render distance values

Infantry Updates

· Corrected an issue while using HR-NV on an SMG on low settings that would make it difficult to see other players within 20m
· Dying and reviving with the VS Eridan SX5 HS/NV Scope equipped will no longer cause the scope to become misaligned.
· Icon for the VS Eridani SX5 should no longer be misaligned
· If an engineer turret is placed on or near a vehicle pad, they will be deconstructed when a vehicle spawns.
Vehicle Updates

· Optics will no longer persist when switching from gunner to the driver’s seat in various vehicles
Item Updates

· New SMG’s and customization items

UI Updates

· Players with outfit tags should be able to see kill messages in chat
· Made it so players can see hotspots on continents they are not on.
· While using the Enemy/Ally HUD color scheme, the influence pie chart will only display 2 wedges (ally vs enemy) instead of three (two of them being red anyway)
· Squad leaders should now be properly added to the Command Chat voice channel
· Squad leaders that belong to a platoon should now be able to promote a member of their squad to the role of squad leader.
· Fixed an issue where changing an outfit member’s rank would not always work on the first attempt
· Corrected an issue where multiple consumable tints could not be purchased at once in the Premium Early Access section of the depot
· Submachine guns should now appear properly in the depot when filtering for Infiltrator or Heavy Assault weapons
· Influence percentages on the HUD should now update more dynamically
· Fixed an issue where purple generator icons were being displayed on the respawn map instead of the appropriate destroyed generator icon
· Will no longer display a “Killed by []” message in chat when you are killed by a pain field

Facility Updates

· Fixed the spawn location for Xelas South Bridge
· Made fixes to the coverage of multiple spawn room pain fields including:
o Zurvan Pump Station
o Zurvan Network Complex
o All forward spawns for Dahaka
o Saurva Data Storage
o Mao Southeast Gate
o Mao Southwest Gate
o Rashnu Cavern
o Rashnu Southern Pass
o Allatum Broadcast Hub
o Allatum Research Lab
o Hvar Northgate Garrison
o Auraxicom Substation
o Wokuk Shipping Dock
o Wokuk Storage Yard
o Camp Waterson
o Elli Barracks Complex
· Should now be able to successfully capture the Freyr Substation forward spawn point
· Fixed the spawn point at the NS Refinery
· Made fixes so the spawn room shields will properly change faction when the point is captured across the following areas:
o Hvar, Southeast Forward Spawn
o Mekala, North Forward Spawn
o Tumas, Northeast Forward Spawn
· All jump pads at Tawrich Depot should work correctly again
· All teleporters at Andvari Bio Lab should have functioning shields again
· Amerish’s East Hills Checkpoint should now display correct region info in the HUD
· All jump pads and air vehicle pads at Elli Amp Station should now properly recognize the Empire in control of the facility
· Saerro Listening Post’s teleporter room has had its pain field re-enabled
· Fixed an issue where specific door shields at Zurvan would be invisible when viewed from certain angles
· Corrected some missing wall textures at Tawrich
· Corrected ramp geometry errors across all amp stations
· Regions of the Vanu Archives should no longer display as part of Snake Ravine in the HUD

Audio Updates

· VS Flare audio should no longer cut out when running low on ammo


Title: Re: Planetside 2
Post by: Mrbloodworth on February 20, 2013, 07:22:39 AM
As long as it does not break more than it fixes, they can call it what ever they want.


Title: Re: Planetside 2
Post by: Miasma on February 21, 2013, 11:59:01 AM
Higby dev chat type post. (http://forums.station.sony.com/ps2/index.php?threads/roadmap-players-site-and-server-merges.96517/)  Has merger info.

WoW armory type thing. (https://players.planetside2.com/)

I put my VS alt on a different server so that I wouldn't be shooting people in my main's outfit.  It will now be on the same server, sorta defeating the purpose of putting it elsewhere.

Edit: Blar now I'm going to be all upset about my lousy K/D and score per minute because of the official stat tracker.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 21, 2013, 03:10:36 PM
Thats a sexy site.


Title: Re: Planetside 2
Post by: Miasma on February 21, 2013, 06:40:00 PM
I just splurged on a new video card (ironically for fucking WoW not planetside) and was surprised to find that it came with $50 worth of station cash.  It also has fifty bucks for world of tanks and something called Hawken if you play them.

http://www.newegg.com/Product/Product.aspx?Item=N82E16814130809

First person who asks in this thread for the other fifty buck codes can have them since I don't play those (so long as the code is just a number and I don't have to sign up for crap and such).  I have not received it yet so it could take up to a week before you get it.


Title: Re: Planetside 2
Post by: Nija on February 21, 2013, 09:40:31 PM
I'll take 'em!


Title: Re: Planetside 2
Post by: Miasma on February 22, 2013, 06:15:58 AM
Okay, I'll PM them when they come.


Title: Re: Planetside 2
Post by: shiznitz on February 24, 2013, 01:28:06 PM
Thats a sexy site.

It is nice.


Title: Re: Planetside 2
Post by: Miasma on February 25, 2013, 07:56:16 AM
Some data mining on factions and activity. (https://docs.google.com/spreadsheet/pub?key=0AmUavphHXmIxdFhHUzJfN1VYalRnWS0xMnBUdTJpM1E&gid=3)  I am amazed that the factions are almost perfectly balanced population wise, the warpgate rotations seem to have a noticable effect.  The definition of activity is kind of odd so it seems you should ignore the last seven days, making the number of people who log in around 300k.

Edit: He's removed the last seven days himself now so ingore that.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 25, 2013, 09:12:34 AM
Where would you even get that info?


Title: Re: Planetside 2
Post by: Miasma on February 25, 2013, 09:39:50 AM
They released an api to their stats when they released their own stat website.

Edit: I'm certain I saw mention of an api but can't find it now...  At any rate I imagine the data comes from soe's own site.

Edit2: Oh not really an api but a custom query site: http://census.soe.com/ .


Title: Re: Planetside 2
Post by: shiznitz on February 25, 2013, 09:56:59 AM
I wonder what % of that 300k are paying subs?  I am in a small outfit but at least half are paying subscribers.  I find the accelerated offline cert gain to be worth $10/month (12 month commitment).  It is about 30 certs a day, I think.  

I am glad I did not get suckered into buying the first SMG, though.  I thought it would be nerfed, not one-upped by another gun the next month! I would love to see a BFG that fires slow but hits really hard without one-shotting. 


Title: Re: Planetside 2
Post by: Mrbloodworth on February 25, 2013, 09:58:20 AM
They released an api to their stats when they released their own stat website.

Edit: I'm certain I saw mention of an api but can't find it now...  At any rate I imagine the data comes from soe's own site.

Edit2: Oh not really an api but a custom query site: http://census.soe.com/ .

Yeah, I asked because I know the API does not show users who have not been searched. Still, its a slice of data.


Title: Re: Planetside 2
Post by: UnSub on February 25, 2013, 06:27:45 PM
I wonder what % of that 300k are paying subs?  I am in a small outfit but at least half are paying subscribers.

There's a F2P rule of thumb that says 89% of players in a F2P title don't pay, 10% pay a bit and 1% are whales (which is a term I hate - way to get your terminology from the gambling industry - but that's what they are called). How well that applies to PS2 I've got no idea.


Title: Re: Planetside 2
Post by: Pennilenko on February 25, 2013, 08:17:06 PM
I don't know what a bit qualifies as, but I can say for sure that most of the people in my outfit's team-speak have spent in the range of 100 dollars or more on PS2. This is based on conversation.


Title: Re: Planetside 2
Post by: Nija on February 25, 2013, 11:48:21 PM
I think I'm around $250 already.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 26, 2013, 06:41:53 AM
I wonder what % of that 300k are paying subs?  I am in a small outfit but at least half are paying subscribers.

There's a F2P rule of thumb that says 89% of players in a F2P title don't pay, 10% pay a bit and 1% are whales (which is a term I hate - way to get your terminology from the gambling industry - but that's what they are called). How well that applies to PS2 I've got no idea.

Smedly did an article that confirms just that, but also said its been SOE's most profitable game yet.


Title: Re: Planetside 2
Post by: Miasma on February 26, 2013, 07:09:45 AM
I imagine Smed was referring to the total, there are probably a huge number of people less than br10 who played a bit and never came back.  Of the 300k active I'm sure most spend money.  There's just no way most people would spend their precious certs on all those rocket pods, annhilators, tank secondaries and camo that I see.  As soon as they release a new toy all I see is a hurricane of that item for the next few days like the smg and AV turret.

I imagine someone could use that census site to do some math and find out (roughly).  Take the total certs a person has, subtract certs spent on skills then subtract the cert cost of all unlocks and if the number is negative they probably spent money.  Things like item sales and alpha squad unlocks would screw that up somewhat.

Edit: That data doesn't seem to be available from the census yet.


Title: Re: Planetside 2
Post by: Miasma on February 26, 2013, 07:54:39 AM
Smedly posted over on reddit that they are looking into allowing access to ps1 if you are doing the sub for ps2.


Title: Re: Planetside 2
Post by: shiznitz on February 26, 2013, 08:15:22 AM
I think I'm around $250 already.

I am probably close to $120 in addition to my 12 month sub.

And I cannot play the game right now because I am getting strange socket errors when it tries to update.  SOE customer service is failing hard at fixing it.  This is actually my first experience with SOE support ever.  I have had no problems with any of their games in the past.


Title: Re: Planetside 2
Post by: Stormwaltz on February 26, 2013, 01:19:08 PM
Europe accounts were hacked.

http://planetside2.eu/teasers/261-important-announcement-to-our-players


Title: Re: Planetside 2
Post by: 01101010 on February 26, 2013, 06:56:02 PM
Grab your cupcakes...

Quote
All servers will come down at 12:00 AM PT March 1st, 2013 for maintenance to support the PlanetSide 2 server merges. Downtime is anticipated to be approximately 90 minutes. Players on impacted servers will find their characters intact on the following servers:

Genudine to Helios
SolTech to Mattherson
Jaegar to Waterson
Lithicorp to Cobalt
Mallory to Ceres


Title: Re: Planetside 2
Post by: Nija on February 26, 2013, 08:57:52 PM
They should merge all of the west coast servers so we can fight on a continent that isn't Indar on Connery.

I haven't seen a good fight on Esamir this year.


Title: Re: Planetside 2
Post by: Mrbloodworth on February 27, 2013, 08:58:36 AM
RE: Account wide unlocks.  
Quote
 @rathss they're on schedule for the next GU.
    — Matthew Higby (@mhigby) February 27, 2013



Title: Re: Planetside 2
Post by: Jimbo on February 27, 2013, 12:05:33 PM
I wish I could combine all the crap on the character they moved.  Since my VS is moving to Mattherson, and my NC main is there, would rather just have the stuff I have on him credited to my main and let me delete my alt.



Title: Re: Planetside 2
Post by: Pennilenko on February 27, 2013, 02:27:40 PM
RE: Account wide unlocks.  
Quote
 @rathss they're on schedule for the next GU.
    — Matthew Higby (@mhigby) February 27, 2013

 I would be excited about this except that I'm fairly sure that their implementation is going to be made of complete shit and greed.


Title: Re: Planetside 2
Post by: kildorn on February 27, 2013, 03:45:12 PM
RE: Account wide unlocks.  
Quote
 @rathss they're on schedule for the next GU.
    — Matthew Higby (@mhigby) February 27, 2013

 I would be excited about this except that I'm fairly sure that their implementation is going to be made of complete shit and greed.

New unlocks are account wide and cost 10x as much! Old unlocked items are still only unlocked for that character!

.. THESE ARE NOT SUGGESTIONS, SONY.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 01, 2013, 07:45:19 AM
Phobos VX86 Pump Action Shotgun (http://www.youtube.com/watch?v=YdppLo03Lcs&feature=player_embedded)

Quote
   

    Players may note the following changes:

           
  • New pump action shotguns are available in the depot. These boast increased stopping power in exchange for a reduced rate of fire.
  • New Conglomerate: GD-66 Claw
  • Vanu Sovereignty: Phobos VX86
  • Terran Republic: TRS-12 Uppercut
  • Reduced impact flinch and evened out flinch amount based on damage
  • Reduced screen shake from explosions
  • Client stability improvements
  • Server optimizations
  • Fixed an issue causing NC shotgun slug ammo to do too much damage at range. Should now be in line with the other empires.
  • Fix for NC MAX slug ammo having a longer range than intended
  • Server merges



Title: Re: Planetside 2
Post by: Miasma on March 01, 2013, 08:03:39 AM
Rate of fire doesn't seem that much slower compared to other semi auto shotguns.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 01, 2013, 08:46:16 AM
I Dunno, i have not tried it.

PlanetSide 2: War Correspondent - Episode 1 (https://www.youtube.com/watch?v=i8614ejqYC4&feature=player_embedded) 


Title: Re: Planetside 2
Post by: shiznitz on March 01, 2013, 11:20:12 AM
Rate of fire doesn't seem that much slower compared to other semi auto shotguns.

I have not seen video of the NC version, but that video of the VS version is clearly slower than my Jackhammer. Still, the JH takes 3 perfect shots to kill HA.  That takes 2.  Easier to land 2 than 3.  I am intrigued.


Title: Re: Planetside 2
Post by: Gets on March 02, 2013, 03:20:01 AM
I Dunno, i have not tried it.

PlanetSide 2: War Correspondent - Episode 1 (https://www.youtube.com/watch?v=i8614ejqYC4&feature=player_embedded) 

Half that video should be people taking potshots at those spawn rooms with the one-way windows and doors while someone does Hank Hill impressions on voice comms.


Title: Re: Planetside 2
Post by: Miasma on March 02, 2013, 01:36:37 PM
Game Update 4 info. (http://forums.station.sony.com/ps2/index.php?threads/game-update-04-coming-soon.99770/)

Quote
    Flash update:
        Wraith Module (Cloaking) for infiltrators using the Flash
        Rumble seat - bring a passenger with you on your flash, they are weapons free in the passenger seat!
        New weapon: Renegade shotgun
    Account level unlocks
        Items you've purchased with StationCash will be available to all characters on your account that are eligible to use that item.
        Common pool items, such as the Zephyr or NS-11 will be available to all characters on your account.
        Empire specific weapons such as the GD-22 and Lasher will be available to all characters of the required faction on your account.
        We are working on a solution for those of you who have purchased the same item on multiple characters.
    VR Training
        A safe test zone where you can try each weapon and vehicle in the game with no resource cost or cooldown timers.
        Target practice areas to learn weapon strengths and weaknesses at range, practice recoil patterns.
        Driving/flying area to practice with vehicles.
        Areas to practice team tactics, such as towers and small outposts.
        No player stats are recorded in VR, so have fun!
    New respawn & map screen
        We've combined the respawn and map screen into one.
        The new map screen has been cleaned up better use space.
        Additional top requested features, such as friendly troop locations will be coming soon, but not with GU04.
    Membership enhancements
        We've increased the number of passive certifications for members and scaled the increase in cert points based on length of membership. The new cert point rates are as follows:

1-mo. member - 24 passive cert points/day
2-mo. member - 28.8 passive cert points/day
3-mo. member - 33.6 passive cert points/day
4-mo. member - 38.4 passive cert points/day
5-mo. member - 43.2 passive cert points/day
6-mo. + member - 48 passive cert points/day

    Empire specific Rocket Launchers
        VS - Lancer: an extremely precise, super-high-velocity, anti-vehicle energy weapon with a unique charge mechanic, the longer you charge the weapon the more damage it deals.
        TR - Striker: launches a series of mid-damage guided missiles at a single target, the Striker's user must maintain the lock by keeping the enemy in the crosshairs while the missiles are tracking.
        NC - Phoenix: A high damage, slow firing camera guided missile which must be guided by the Phoenix's user. The Phoenix is capable of dealing high damage with very little warning since there is no lock on.
        These weapons will be released in the patch the week following GU04
    Notable balance changes
        Explosive radius from ALL vehicle based damage sources have been reduced, this does not affect vehicle vs vehicle direct hit damage, only splash damage vs infantry.
        Prowler HEAT / HE rounds have had their damage reduced to no longer 1-shot kill infantry, killing a full health infantry will require both Prowler rounds to be fired. This does not affect vs. vehicle damage.
        Edit: Movement improvements for the Magrider, bringing back some of it's glideyness, but not it's ability to climb every hill in the game.
        Edit: Torque increases for all MBTs so they don't slow down as much on inclines.

This is just a small preview of the main tentpole features for GU04, in addition to the above GU04 will contain a number of bug fixes and smaller balance tweaks, map changes to Indar, optimization and stability improvements.

Fifty certs a day just for logging on will be a nice bonus.  My two alts will be happy.


Title: Re: Planetside 2
Post by: shiznitz on March 02, 2013, 06:29:16 PM
I have been a paying sub (12 month plan) since late December.  I just went 2 weeks without ever logging in (vacation and a socket error which I finally solved) and I only had 51 certs today.  I am not complaining, but just indicating that the announced acceleration is quite significant.


Title: Re: Planetside 2
Post by: Miasma on March 02, 2013, 06:43:52 PM
If you don't log in for 48 hours your passive certs stop accumulating.  You also have to log in each character, not just go to character select.

Huge news: They snuck in an auto-run key that I only now found out about, defaults to = .

Edit: Some sort of semi lattice system.  Now the zerg will know exactly where to go next.
(https://pbs.twimg.com/media/BEZkoq5CcAETSK_.jpg:large)


Title: Re: Planetside 2
Post by: Mrbloodworth on March 02, 2013, 06:51:04 PM
That was added a few patches ago.


Title: Re: Planetside 2
Post by: Simond on March 03, 2013, 03:46:22 AM
So, as SOE seem to finally be going down the path of "Oh hey, PS1 already solved this problem. Let's copy that!", how long before Zone of Influence make a return?

Might give people a reason to fly a Galaxy then.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 03, 2013, 10:43:55 AM
(https://pbs.twimg.com/media/BEZkoq5CcAETSK_.jpg:large)

Speculation shall begin. EDIT: This is stated as a Prototype. In no way is this upcoming patch related.


Title: Re: Planetside 2
Post by: Jimbo on March 03, 2013, 12:19:13 PM
The merge helped Waterson and Matherson, wow, the battles today were awesome! Wish I didn't have to work tonight, was a lot of fun.



Title: Re: Planetside 2
Post by: Mrbloodworth on March 03, 2013, 02:04:06 PM
Yes, fighting on Not indar has been a blast.


Title: Re: Planetside 2
Post by: shiznitz on March 04, 2013, 06:20:59 AM
If you don't log in for 48 hours your passive certs stop accumulating.  You also have to log in each character, not just go to character select.


DNKT.  Thanks. 


Title: Re: Planetside 2
Post by: Mrbloodworth on March 06, 2013, 08:04:19 AM
(http://i.imgur.com/LXJ2wUO.jpg)


Title: Re: Planetside 2
Post by: Miasma on March 07, 2013, 01:08:48 PM
Article on the new VR training area. (http://planetside.wikia.com/wiki/User_blog:Luperza/Virtual_Reality_Training_Zone)  Looks really good, might actually have people spend almost too much time in there.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 08, 2013, 11:49:19 AM
PlanetSide 2: War Correspondent - Episode 2 (http://youtu.be/__t8RSIQehk)


Title: Re: Planetside 2
Post by: snowwy on March 08, 2013, 06:53:34 PM
The crying over the "nerf" of the TR tank has been entertaining. "What do you mean we have to fire both barrels to kill a single trooper now?"
Life in Easyville is hard shit. I stopped playing my VS main to kill countless numbers of pubbies with the Cycler TRV. How that gun has avoided the nerfhammer i will never understand.


Title: Re: Planetside 2
Post by: Miasma on March 10, 2013, 04:50:41 PM
This game is quite easy to leave for extended amounts of time and hard to get back into.  Having a crash a few minutes after coming back isn't helping.  How in this day and age can a game still manage to crash so hard that ctrl alt delete does nothing and you have to do a hard reboot?


Title: Re: Planetside 2
Post by: Pennilenko on March 10, 2013, 04:52:08 PM
How in this day and age can a game still manage to crash so hard that ctrl alt delete does nothing and you have to do a hard reboot?

It's actually pretty easy when clients think their machine is amazing when the reality is that its a poorly managed pile of shit... :why_so_serious:



Title: Re: Planetside 2
Post by: Mrbloodworth on March 12, 2013, 01:12:29 PM

PlanetSide 2: Roadmap - March Preview  (http://www.youtube.com/watch?feature=player_embedded&v=mOd3R0UYCko)


Title: Re: Planetside 2
Post by: 01101010 on March 12, 2013, 02:26:44 PM

PlanetSide 2: Roadmap - March Preview  (http://www.youtube.com/watch?feature=player_embedded&v=mOd3R0UYCko)

Coming right to your PC in May... sometime


Title: Re: Planetside 2
Post by: Surlyboi on March 12, 2013, 02:53:56 PM
Fuck. YES. Gimme mah Phoenix!


Title: Re: Planetside 2
Post by: Pennilenko on March 12, 2013, 02:59:17 PM
Anyone know when the next triple cash day is?


Title: Re: Planetside 2
Post by: 01101010 on March 12, 2013, 03:04:24 PM
Anyone know when the next triple cash day is?

No one has a clue. Hoping for Easter... but probably Flag Day or something.


Title: Re: Planetside 2
Post by: Jimbo on March 12, 2013, 09:31:21 PM
I wish I could get my local Walmart's to stock the damn $15 card that gives 500 bonus (15 for 2000, instead of 1500 Station Cash). The damn internet site says it should be in stock at the local stores but they haven't had any of them for the past 3 months.  They have had the $10 dollar ones that give 200 bonus.  Better than regular price, but still frustrating. I wish Walmart would let me order them online, then I could get 3 to save for later when triple cash comes around again. That or if they do a double cash would be great too.


Title: Re: Planetside 2
Post by: Miasma on March 13, 2013, 07:41:14 AM
Full patch notes for GU4. (http://forums.station.sony.com/ps2/index.php?threads/server-downtine-03-13-2013.103289/)  It's pretty long.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 13, 2013, 09:33:13 AM
Its also rather great.


Title: Re: Planetside 2
Post by: shiznitz on March 13, 2013, 12:21:35 PM
I love how they mention in the video for the Phoenix that one can be killed while steering the missile.  They obviously never played PS1.  What was great about the Phoenix is that you can fire it from almost total cover and then go searching for a target like a US drone.  I get chills (of pleasure) just thinking about the rage this will cause in the TR and VS ranks.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 13, 2013, 12:25:24 PM
No, whats really going to be fun is, all the NC standing in fields.


Title: Re: Planetside 2
Post by: shiznitz on March 13, 2013, 12:33:39 PM
They deserve headshots.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 13, 2013, 12:34:38 PM
That's what i was thinking!

 :thumbs_up:


Title: Re: Planetside 2
Post by: Miasma on March 13, 2013, 05:17:24 PM
Be careful in the VR, you still get the "unlock" button besides stuff and it counts for real.  You can equip everything regardless of whether or not it's unlocked.


Title: Re: Planetside 2
Post by: Surlyboi on March 13, 2013, 06:44:29 PM
No, whats really going to be fun is, all the NC standing in fields.

Only the stupid ones.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 14, 2013, 01:45:14 PM
Flash rumble seat and VR is tits.


Title: Re: Planetside 2
Post by: Pennilenko on March 14, 2013, 01:54:36 PM
What is not tits, however, is crushing fps performance loss since the last update that is effecting even the highest end pc builds.


Title: Re: Planetside 2
Post by: Jimbo on March 14, 2013, 03:02:52 PM
Agree, turned down to lowest graphic seeing, & render quality to 50%. Hopefully they fix it soon.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 14, 2013, 03:19:28 PM
Nope, but they say there is a hotfix in the pipe.


Title: Re: Planetside 2
Post by: Pennilenko on March 14, 2013, 08:58:06 PM
Nope, but they say there is a hotfix in the pipe.

They pushed the fix and the result was a slight improvement, but hardly in the range of previous playability.


Title: Re: Planetside 2
Post by: 01101010 on March 15, 2013, 05:10:15 AM
Nope, but they say there is a hotfix in the pipe.

They pushed the fix and the result was a slight improvement, but hardly in the range of previous playability.

Really? Before I was running my FPS capped at 75 in the warp gate (I hard set it in the useroptions). The patch dropped it to 45 in the warp gate and after the hotfix I was back at 75.


Title: Re: Planetside 2
Post by: shiznitz on March 15, 2013, 11:08:09 AM
This is a good thread:

http://www.planetside-universe.com/showthread.php?t=53686

Some of my surprising discoveries:

1) Underbarrel grenade launcher is ineffective at short range.  The grenades go right through the target.  Aim at their feet only.
2) The damage increase from soft point ammo is barely noticeable at short range and the damage drop-off at long range is definitely noticeable.  Don't bother certing it. High velocity ammo, on the other hand, is worth it.
3) NC MAXes should invest in slugs.  I see no noticeable effect at point blank range (only two hits to kill an inf with hacksaw pellets or slugs) and significantly superior medium range effectiveness.  Took 20 slugs to kill an enemy MAX at 10-15m or so (which requires a reload with standard 7 shot magazines).


Title: Re: Planetside 2
Post by: Surlyboi on March 15, 2013, 03:30:20 PM
I've found soft point surprisingly effective with the SMG.


Title: Re: Planetside 2
Post by: shiznitz on March 15, 2013, 05:11:11 PM
A high RoF weapon would benefit most from a per bullet bonus so that does make sense.  I was using soft point on my engy's Gauss Compact S.


Title: Re: Planetside 2
Post by: Jimbo on March 18, 2013, 02:38:02 PM
Wow! Double XP weekend rocked!

Hey try the Gauss Compact S with high velocity ammo, 6x scope, forward grip, and the compensator, it is a pretty powerful set up that way for scoped burst fire. It isn't as nice as that long range carbine, but still pretty decent so I don't have to re-cert another gun.

I've been playing with the AF-4 Cyclone SMG on my infiltrator, and the NC12 Sweeper semi-auto shotgun. They are both pretty deadly at short to medium.  The GD-7F is still insane for a carbine.

I did get a weird bug where I couldn't hit anything. I was dumping ammo from my lighting, and my smg, and not getting anything, even though I could see the rounds hitting people.


Title: Re: Planetside 2
Post by: shiznitz on March 19, 2013, 06:26:52 AM
I agree with you on the Compact S.  I have tried all the underbarrel attachments, and while they are fun, they just aren't as versatile for killing the enemy as having a stable machine gun that works well for most engagement ranges.  That said, I have been running engineer with the Claw (pump shotgun) lately and enjoying that. 


Title: Re: Planetside 2
Post by: Mrbloodworth on March 19, 2013, 01:48:49 PM
FPS patch is out.


Title: Re: Planetside 2
Post by: Surlyboi on March 19, 2013, 02:40:02 PM
Compact S + Grenade launcher + engineer = nonstop death from behind cover during sieges. I went from nothing to silver on that weapon in two days, just holding down the fort during base defenses and spamming grenades around corners onto the incoming zerg.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 20, 2013, 12:40:48 PM
GPU Physics are Now Available, Requires driver update. Nvidia only, obviously. Its fucking Redonkulous.


Title: Re: Planetside 2
Post by: Miasma on March 20, 2013, 01:30:01 PM
Compact S + Grenade launcher + engineer = nonstop death from behind cover during sieges. I went from nothing to silver on that weapon in two days, just holding down the fort during base defenses and spamming grenades around corners onto the incoming zerg.
I guess it's on sale today for 150 certs.


Title: Re: Planetside 2
Post by: Miasma on March 20, 2013, 02:53:19 PM
Hmm, it looks like you have to log in each character every day now in order to get your passive certs instead of every 48hrs.  Annoying.  Either that or the popup is just capped at 48 even though I actually received more.


Title: Re: Planetside 2
Post by: shiznitz on March 20, 2013, 06:06:10 PM
I don;t know if it was a bug, but after playing for an hour or so this weekend, I got a cert pop up out of the blue for 44 certs.  It was in the orange box like the offline certs are.  It has not happened since.


Title: Re: Planetside 2
Post by: kildorn on March 21, 2013, 09:48:54 AM
I picked this back up again this week. Still fun, seems a lot more friendly with public squads everywhere working as a team.

Down side: holy shit hackers. So many hackers. I'm not talking "Kild, you suck, that dude was just good" but "dude with a SAW mowing down the opposing team inside their spawn shields for an hour with what appears to be a no collision hack", and at least 2-3 aim bots sitting inside spawn shields headshotting anyone who walked through their LOS.


Title: Re: Planetside 2
Post by: Nija on March 22, 2013, 06:42:32 PM
The empire specific launchers are out and the Phoenix is balls, as expected. Try it out in VR before you really consider buying it.

Meanwhile, in TR-land...

http://youtube.googleapis.com/v/QQryDsaSO7k&hd=1 (http://youtube.googleapis.com/v/QQryDsaSO7k&hd=1)



Title: Re: Planetside 2
Post by: Pennilenko on March 22, 2013, 06:47:12 PM
The new VS launcher is a steaming pile of shit.


Title: Re: Planetside 2
Post by: Miasma on March 26, 2013, 07:30:36 AM
Rumour has it there will be both double xp and double station cash this weekend.  Jesus died for your certs.


Title: Re: Planetside 2
Post by: 01101010 on March 26, 2013, 08:00:32 AM
The new VS launcher is a steaming pile of shit.

I am very surprised by this. I trialed it the other night and gave it a full 30 minutes in combat. It is really sad comparatively. Charge is a nice feature, but it really hurts in the heat of battle. Not charging is even worse given the horrible damage this thing does when not charged. I was also expecting the projectile to be much faster than it is... even ground vehicles could easily manage avoiding the projectile. Nice for plinking MAXs to death (bursters) and charge and pop those HackMAXs.

The phoenix is the phoenix, though the anti-infantry capabilities are a tad out of whack given it is a better sniper rifle than anything else atm. The shell is somewhat a pain in the ass to steer and I still get the near miss shots on anything even somewhat moving. Also, you cannot explode the shell with the right-mouse click like you used to in PS1...so you don't even get to do splash dmg if you are somewhat off the mark. Projectiles are too fast to use indoors, but the 'dumbfire' mode (bailing out of the camera) is useful against MAXs and reloading after a missed shot.

The striker is the annihilator 2.0. I had it for 35 minutes on trial and already well into getting my silver medal in it. Granted, I had a lot of vehicle targets, but it is just silly to use. Shines when used with a bunch of other lock-on launcher. The projectiles lead the target, so dipping to the ground or even pointing to cover ends up with 5 red rocket tails plummeting into the environment. Fun to watch but frustrating. No lock on with MAXs and no dumb fire is a real no go for me. This is an anti-vehicle machine only which - the way it is going - won't be used much longer.


Title: Re: Planetside 2
Post by: Surlyboi on March 26, 2013, 10:30:11 AM
Rumour has it there will be both double xp and double station cash this weekend.  Jesus died for your certs.

I'm sigging this bitch.


Title: Re: Planetside 2
Post by: Modern Angel on March 26, 2013, 06:26:33 PM
So I have a computer which can run this now as of last week. It's really rad. I'm pretty bad at it, though.


Title: Re: Planetside 2
Post by: Mrbloodworth on March 29, 2013, 07:36:16 AM
Double XP weekend, and Double SC weekend, also new Tank Cosmetics were added. (https://www.planetside2.com/news/springcelebration2013)



Title: Re: Planetside 2
Post by: shiznitz on April 01, 2013, 06:59:01 AM
The Phoenix is really fun!


Title: Re: Planetside 2
Post by: Mrbloodworth on April 01, 2013, 07:54:12 AM
Servers packed like a mofo this weekend.


Title: Re: Planetside 2
Post by: croaker69 on April 01, 2013, 08:52:08 AM
Servers packed like a mofo this weekend.

Good motivator to buy a membership when your outfit is hopping continents and non-members have an hour wait.


Title: Re: Planetside 2
Post by: shiznitz on April 01, 2013, 12:20:48 PM
The server mergers made a paid subscription quite useful.


Title: Re: Planetside 2
Post by: Surlyboi on April 01, 2013, 12:42:45 PM
Servers packed like a mofo this weekend.

Good motivator to buy a membership when your outfit is hopping continents and non-members have an hour wait.

Even members had an hour wait at some points last night.


Title: Re: Planetside 2
Post by: 01101010 on April 01, 2013, 01:03:07 PM
On Waterson last night, I was locked in VR ffs. Every continent had a queue of more than ten minutes. Part of me was really tickled.


Title: Re: Planetside 2
Post by: shiznitz on April 01, 2013, 01:26:20 PM
On Waterson last night, I was locked in VR ffs. Every continent had a queue of more than ten minutes. Part of me was really tickled.

I had this issue once.  Never log out while in VR.


Title: Re: Planetside 2
Post by: 01101010 on April 01, 2013, 01:35:00 PM
On Waterson last night, I was locked in VR ffs. Every continent had a queue of more than ten minutes. Part of me was really tickled.

I had this issue once.  Never log out while in VR.

I logged out of Indar 30 minutes before I logged back in and was dropped into VR. So I was in the ultra-overflow!


Title: Re: Planetside 2
Post by: Surlyboi on April 01, 2013, 01:39:14 PM
Same thing happened to me. Logged out on Esamir, logged back in to VR.


Title: Re: Planetside 2
Post by: Jimbo on April 02, 2013, 08:41:41 AM
Had a blast, even when someone was shooting me from beyond phoneix range with a shot gun...lol.

But had a blast, played VS a bit, and they are really fun to play. The Max is really fun. I never play NC max much, so I'm not sure why everyone is calling the NC Max so over powered.

Oh, found that using the NS-11 with soft point ammo, 2x scope, foreward grip, and flash suppressor, is awesome, great short to medium accurate gun. I don't like the hip-fire stuff that a lot do, so I might even switch my  GF-7 over to it too.



Title: Re: Planetside 2
Post by: shiznitz on April 02, 2013, 08:50:49 AM
Had a blast, even when someone was shooting me from beyond phoneix range with a shot gun...lol.

But had a blast, played VS a bit, and they are really fun to play. The Max is really fun. I never play NC max much, so I'm not sure why everyone is calling the NC Max so over powered.

Oh, found that using the NS-11 with soft point ammo, 2x scope, foreward grip, and flash suppressor, is awesome, great short to medium accurate gun. I don't like the hip-fire stuff that a lot do, so I might even switch my  GF-7 over to it too.


I got lured into soft point by the promise of better damage as well, but have found that the bonus at close range does not make up for the loss of damage and accuracy at medium and long ranges.  I have swapped to high velocity for any loadout where I expect engagements beyond 20m or so.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 03, 2013, 06:05:19 AM
Game Update 6



Title: Re: Planetside 2
Post by: shiznitz on April 04, 2013, 12:03:03 PM
All good, and I say that as someone hurt by the NC MAX changes.  Jackhammer still the red-headed stepchild of shotguns, though.


Title: Re: Planetside 2
Post by: shiznitz on April 08, 2013, 06:28:50 AM
I know discussion of the game is dwindling here but I did play several hours with the "controversial" GU6 with my regular NC guy and I really did not notice any significant effects of the shotgun and MAX nerfs.  I was still able to snipe from balconies with my Claw.  My dual Mattock MAX (no slugs) did well in a base defense scenario where I needed some extra range.  All in all the game played the same for me.  All the things I like so much about it are still there.


Title: Re: Planetside 2
Post by: Jimbo on April 11, 2013, 04:11:26 AM
Oh wow! Back from vacation, didn't play for like 11 days, and last night was really nice. Seems I had 11,000 certs on each character! Whooot! I know it was some pay back for buying stuff and it not applying right, so thanks. And now there is something about continent being taken in 2 hours, with either a winner, or getting points for parts held. Pretty cool idea.

Oh they seemed to have fixed a lot of the fps issues, was running pretty smooth even in big ass battles.


Title: Re: Planetside 2
Post by: Sky on April 11, 2013, 06:31:58 AM
I played a bit with BW's gang last night. Some quick impressions:

I disagree with Jimbo about the fps issues. I pulled settings waaay back and was still getting pretty awful performance, especially in a vehicle.

The HUD continues to be miniscule. This one is the persistent problem for me.

I have yet to really begin scaling the learning curve to the game. They throw a lot of shit at you, and I just want to play not sit around learning yet another set of keybindings and maps. So I'll take the blame for that part. But when I can't see anyone's name or tell who is friend or foe on the battlefield, it hampers me even wanting to try.

My favorite part was for some reason I kept hitting E instead of R when I was trying to gun for BW.

And then when I left PS2, the game threw up an error about not shutting down properly and now my thumb button is fucked up. I use the thumb button for push-to-talk and now in minecraft it's bringing up the in-game menu, meaning I pretty much can't talk in minecraft anymore.


Title: Re: Planetside 2
Post by: 01101010 on April 11, 2013, 06:48:30 AM
I played a bit with BW's gang last night. Some quick impressions:

I disagree with Jimbo about the fps issues. I pulled settings waaay back and was still getting pretty awful performance, especially in a vehicle.

The HUD continues to be miniscule. This one is the persistent problem for me.

I have yet to really begin scaling the learning curve to the game. They throw a lot of shit at you, and I just want to play not sit around learning yet another set of keybindings and maps. So I'll take the blame for that part. But when I can't see anyone's name or tell who is friend or foe on the battlefield, it hampers me even wanting to try.

My favorite part was for some reason I kept hitting E instead of R when I was trying to gun for BW.

And then when I left PS2, the game threw up an error about not shutting down properly and now my thumb button is fucked up. I use the thumb button for push-to-talk and now in minecraft it's bringing up the in-game menu, meaning I pretty much can't talk in minecraft anymore.

I get that shut down error as well every time I logout. However, I play through Steam, and if the Steam pop-up screen loads after I shut down PS2 (the one that tells you about game deals they have), I don't get that error. I do NOT however, get anything conflicting with it (my buttons and mappings are fine).

As to the other stuff... it comes down to a matter of playing often to get a feel for how the game flows and the tendencies. Having FPS knowledge and twitch helps, but it really comes down to knowing the buildings and terrain and flow of battle. We do pretty good as an outfit rolling around, but at this stage, we do take for granted a lot of the learning aspects of it since we been playing longer.


Title: Re: Planetside 2
Post by: Miasma on April 11, 2013, 07:25:33 AM
They need to fix that shutdown bug, it's been around forever.  Distinguising freind from foe is a little odd since you don't get red triangles over the enemy unless they have been spotted in a vehicle so you have to train yourself to shoot anything that does not have a blue triangle over it.  That's just a rule of thumb though, at long range there is lag before the blue triangle shows up.  Eventually you will know who is the enemy just by looking at them (except for the fucking vanu at night who are just invisible).

I got a few thousand certs from the refund, I was seriously thinking about intentionally buying duplicates so that when the refund happened I would get more certs but was worried they would wind up on my barely played alts.  I should have done it!


Title: Re: Planetside 2
Post by: Sky on April 11, 2013, 07:48:27 AM
Yeah, Blood was saying target recognition by silhouette got easier, but that's a time played thing I guess. Having the miniscule UI, I can't really see what has a blue triangle over it. It's a little better at distance because the triangle doesn't really scale, so it's relatively big over a target in the distance but the same size over someone close. Add in all the miniscule icons (I can't tell where anything is, the icons are too small) and it becomes just a confusing mess of little blue dots. I have pretty good eyesight, but I'm also looking at a 1080p display from 9' away.

I had played an NC heavy when the game released for a couple weeks before getting tired of solo gameplay. No cert refund for whatever reason they're doing that. I guess I didn't spend enough money? Tangential to that, it does kind of suck that I did use my free station cash (and had some left from promos with EQ2 which I played for years) on the NC and now I don't have that stuff because I'm playing TR.


Title: Re: Planetside 2
Post by: Miasma on April 11, 2013, 08:12:38 AM
The refund is supposed to be for people who bought the same weapon on multiple characters because the unlocks weren't account wide.

Being SOE, they didn't have the sense to try the refund on a test database of players and then look for absurd problems resulting in:

http://imgur.com/a/N0Ks0 (http://imgur.com/a/N0Ks0)

Some characters that have never even logged in have over 100,000 certs.  Lots of people got way more certs than they should have and others got nothing.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 11, 2013, 08:33:58 AM
Few things that may help sky. "H" will make the mini-map bigger, also the "[ and ]" keys will zoom in and out the mini-map. Also remapping "E" will save so much frustration, especially with air. :)


Title: Re: Planetside 2
Post by: Sky on April 11, 2013, 11:05:06 AM
I was considering the remap, but I'm not sure why I had such a problem with it. I use E for use and R for reload in just about everything.

Thanks for the tip about the map, that helps some. If only they'd allow some granular access to UI elements!


Title: Re: Planetside 2
Post by: Mrbloodworth on April 11, 2013, 11:08:29 AM
Dude, if I had a nickle for all the times someone hit E instead of R while in air.....

You are not alone.


Title: Re: Planetside 2
Post by: shiznitz on April 18, 2013, 01:15:54 PM
Anyone want to play "how much I have spent in PS2 so far?"

$195, incl Alpha purchase, excl 12 month sub.

Wow.  F2P can work...

What really got me to spend is trying out other factions.  I immediately drop $50 to get the best weapons.


Title: Re: Planetside 2
Post by: Trippy on April 20, 2013, 01:29:35 AM
What's the deal with the capture changes? I haven't been paying attention to dev posts.

http://forums.station.sony.com/ps2/index.php?threads/server-hotfix-04-19-2013.117818/


Title: Re: Planetside 2
Post by: 01101010 on April 20, 2013, 05:19:37 AM
What's the deal with the capture changes? I haven't been paying attention to dev posts.

http://forums.station.sony.com/ps2/index.php?threads/server-hotfix-04-19-2013.117818/


Timered captures. Flip the point and you are now free to hunt the area or set up ambushes of people trying to flip the point back... or just do what everyone else is doing and spawn camp till timer is over. No sitting on the point with 6/6 or 3/3 or 2/2 to make it go faster. And influence is no longer in play...

Since influence will no longer be required once they come out with the 'lattice' work, they decided to put this part of the change over in now - probably to make sure it is working before unleashing the new map structure - less apt to break everything when you release it in bits, even though it fucks with the status quo.


Title: Re: Planetside 2
Post by: shiznitz on April 21, 2013, 12:16:56 PM
I like the change.  You can look at how much time is left to cap on the main map.  The gens and SCUs also have timers on the map.  They left in the 0/0 syntax though it doesn't mean anything anymore.


Title: Re: Planetside 2
Post by: Trippy on April 22, 2013, 12:25:02 PM
I have have no idea what to do now when capturing or defending, though. In PS1 it was clear after some play time which parts of the base need to be defended/attacked without having explicit "hold points" but in PS2 I feel lost without them cause all the bases were designed around those points. Now do you just protect the generators? Or turtle somewhere where nobody can find you? Also the "sub base" capture mechanics are broken by this change. Some of the exterior capture points on the large bases (the up arrow locations) can no longer be captured.


Title: Re: Planetside 2
Post by: Nija on April 22, 2013, 01:32:29 PM
Now you just wait a bit until they make it even more like PS1.


Title: Re: Planetside 2
Post by: Trippy on April 22, 2013, 02:03:23 PM
I'm cool with that as long as they fix the bases to match whatever system they are settling on. Right now there's a cognitive dissonance going on where the base designs tell you to play one way but the game "rules" tell you to play another way.


Title: Re: Planetside 2
Post by: shiznitz on April 23, 2013, 08:51:15 AM
I don't think anything has changed as far as capture mechanics.  You have to capture and hold A, B and C in the big bases.  This often requires taking down the gens and then the SCU first.  All that has changed is that the timers are fixed, not variable, and there is map transparency to these timers.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 23, 2013, 08:58:08 AM
I'm cool with that as long as they fix the bases to match whatever system they are settling on. Right now there's a cognitive dissonance going on where the base designs tell you to play one way but the game "rules" tell you to play another way.


Forward bases ( Capture point with the UP arrow ) are not required to take a base, but simply provide a hard spawn and vehicle facilities.


Title: Re: Planetside 2
Post by: Nija on April 23, 2013, 09:03:49 AM
I don't think anything has changed as far as capture mechanics.  You have to capture and hold A, B and C in the big bases.  This often requires taking down the gens and then the SCU first.  All that has changed is that the timers are fixed, not variable, and there is map transparency to these timers.

Nobody has to stay on the points anymore. Ever. You flip it and you can walk away. Ghost caps happen as fast as zerg caps. What makes you think this doesn't change anything? This changes a lot of shit. As mentioned above, the bases aren't really setup for this kind of gameplay yet.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 23, 2013, 09:24:25 AM
Yes, but "You have to capture and hold A, B and C in the big bases." is still true. How you manage your team is up to you, is not up to the game to tell you to keep that gen secure.

Only thing that's been removed it the capture rate increase by staying on point ( 1/6 ). It was optional before this change.


Title: Re: Planetside 2
Post by: Trippy on April 23, 2013, 10:49:14 AM
I'm cool with that as long as they fix the bases to match whatever system they are settling on. Right now there's a cognitive dissonance going on where the base designs tell you to play one way but the game "rules" tell you to play another way.
Forward bases ( Capture point with the UP arrow ) are not required to take a base, but simply provide a hard spawn and vehicle facilities.
Yes I know but not having the extra spawn points is a big change. It does work with Bio Labs though which is weird.


Title: Re: Planetside 2
Post by: Mrbloodworth on April 23, 2013, 11:22:28 AM
Them not being able to be captured is a bug.


Title: Re: Planetside 2
Post by: shiznitz on April 23, 2013, 11:25:32 AM

Nobody has to stay on the points anymore.

I don't view that change as terribly significant since it only applies to the outlying points.  They were always easy to ghost cap and if you don't stick around to defend it, it will be ghost-defended as always. 


Title: Re: Planetside 2
Post by: Mrbloodworth on May 03, 2013, 07:16:53 AM

Planetside 2 - Harasser Reveal Trailer  (http://www.youtube.com/watch?v=4XPQMbkbyAY&feature=youtu.be)  :drill:


Title: Re: Planetside 2
Post by: Gets on May 03, 2013, 07:33:12 AM
Shooting from the back of the Harasser is really difficult with the camera shaking all over while driving, so putting a Burster Max there isn't as effective as you might think it could be. No unscripted Mad Max inspired roadfights like in your favorite FPS franchise, I'm afraid. It has its upsides and downsides like that. Faster than a Flash, but Radar is only 50m compared to Flash's 100m. You can throw tank mines from the backseat, but you can shoot the person sitting there with the mounted turret in the back of the head.


Title: Re: Planetside 2
Post by: shiznitz on May 10, 2013, 10:20:43 AM
I have had a chance to drive and gun for Harassers now.  I find them incredibly fun in either role.  They have just enough survivability to be useable because of their speed and maneuverability.  God help you if you stop or slow down, though.  My favorite gun is the Halberd.  It makes the Harrasser a real threat to Lightnings and Sunderers. 


Title: Re: Planetside 2
Post by: Surlyboi on May 10, 2013, 01:51:40 PM
Just bought the new big-ass revolver. Slow as shit, but it packs a punch. And the reload animation is  :drill:


Title: Re: Planetside 2
Post by: shiznitz on May 13, 2013, 09:25:49 AM
Just bought the new big-ass revolver. Slow as shit, but it packs a punch. And the reload animation is  :drill:

Does it go in the revolver equipment slot or the rifle/smg slot?


Title: Re: Planetside 2
Post by: Kageru on May 13, 2013, 02:50:58 PM

Pretty sure it's what I was playing around with last night, and it's a pistol replacement.

Logged in again to see what had changed. Lots of new weapons, rebalanced weapons, and the forts look like they've had a lot of work to make infantry defence more than being vehicle-chow.

Strategically it still has zero depth from what I can see. All the action was people trying to hold the hill near the crown for no particular reason I could discern. With one of the most effective weapons being people driving harassers through the crowd. The engine still chugs annoyingly when the action warms up.


Title: Re: Planetside 2
Post by: Trippy on May 13, 2013, 02:54:03 PM

Strategically it still has zero depth from what I can see. All the action was people trying to hold the hill near the crown for no particular reason I could discern.
Cause that's where the EXP is? PS 2 is even worse than PS in that regard since you could eventually max out both sets of levels in the original.


Title: Re: Planetside 2
Post by: Kageru on May 13, 2013, 03:07:12 PM

Yeah, big farming session. The inevitable outcome of a "war" where there is no winner, no reason to hold any particular territory and everyone respawns. But it makes the MMO aspects a bit of a waste and the battles have no structure or story (unlike a WoT round).

And I suspect much of the remaining population are the hard-core. Lots of battle rank 60+ people which is a lot of hours.


Title: Re: Planetside 2
Post by: Nija on May 13, 2013, 03:15:51 PM
It's going to change quite a bit with the new lattice changes that are coming down the pipe. I'm not sure if it'll be a change for the worse or for the better, but I'm hoping better.

edit: here's some info about the change from a friend of mine: http://themittani.com/features/planetside-2-latest-lattice-changes


Title: Re: Planetside 2
Post by: Jimbo on May 13, 2013, 05:11:14 PM
About every 4 hours an alert spawns, you go to that continent and try and capture all the areas and hold them for the alert, then whoever has the most wins. Roughly, it is like, alert starts, and then it is a battle for 1.5 hours, then you get exp if you win or loose or tie. I've seen 1 tie, and been on winning and loosing for each faction. And then a break happens till the next alert comes on. It is great in that it gets people off of Indar and gets them all over the place.

There is talk of continent lock and winning, something like if you control a continent for so long, the other team is unable to leave the warp gate for so long, forcing everyone to another continent. The winning would be if one side could control all the area for a certain time. Sort of like WWII Online does (okay it has been a long time, they had that feature in for a bit at one time) where one side could win the war, then start again.

There is a ton of stuff to try and spec out. The damn hat they released today made it "hey let's play TR today so I can wear a damn hat!" NC and VS population was way freaking low. Made it a freaking stand at the Alamo most of the places.



Title: Re: Planetside 2
Post by: shiznitz on May 14, 2013, 11:01:47 AM
I still find the game incredibly fun a few nights a week (the most I can play anything).  I find every battle a little bit different and if it isn't different enough, I can change it by switching classes.  I have enough certs across them all now so that each one that I like (no LA or Infil for me) is effective.  Whether I would still love this game if I played it 5 night a week, I cannot answer.  As usual, the guys you play with matter a lot.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 17, 2013, 07:14:30 AM
The new stuff is really hot.


Title: Re: Planetside 2
Post by: Falconeer on May 17, 2013, 10:39:16 AM
Double Station Cash this weekend.


Title: Re: Planetside 2
Post by: shiznitz on May 17, 2013, 10:56:54 AM
Double Station Cash this weekend.

Fuck, I just dropped $50 last week.  I will do it again, though.  That shit goes fast when supporting characters of all 3 factions.


Title: Re: Planetside 2
Post by: Kitsune on May 18, 2013, 02:07:00 PM
Hold off for the very rare triple cash days and stock up then.  Walmart has a $15 gift card with $5 bonus, so each one of those counts as $60 when redeemed on a triple cash day.  The maximum station cash you can redeem in one day is $300, which is $75 worth of those Walmart station cards.  Stock up your cash that way once a year and you're pretty set for any amount of station spending.


Title: Re: Planetside 2
Post by: shiznitz on May 18, 2013, 06:34:21 PM
Double Station Cash this weekend.

I am not seeing Double Station cash.

edit: I found it.  Go to the Wizardry Online site and get 2x on $50 and $100 amounts. 


Title: Re: Planetside 2
Post by: Kageru on May 24, 2013, 03:27:58 AM

2Gb patch and the return of the lattice system. Hopefully that will add some structure to the strategic layer without bogging things down.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2013, 06:48:31 AM
GU09 Patch Notes



Title: Re: Planetside 2
Post by: Kageru on May 24, 2013, 07:03:12 AM

Seems much better. having some game mechanic to simulate front lines means holding a base has some value, there's probably going to be a fight with some sort of goal and you can see which bases are vulnerable if you want to play defense or offense. It even means air has some sort of productive focus. They really should have launched with this.


Title: Re: Planetside 2
Post by: Mrbloodworth on May 24, 2013, 07:15:04 AM
I'm not sure I am a fan of the SCU change. Seems like some dumbing down there. I, for one, had always hoped the sequel to Plantside would have more sub-objectives, not less.


Title: Re: Planetside 2
Post by: 01101010 on May 24, 2013, 07:27:24 AM
I'm not sure I am a fan of the SCU change. Seems like some dumbing down there. I, for one, had always hoped the sequel to Plantside would have more sub-objectives, not less.

Yeah, they went for the easy bullshit fix. Should have left the SCU the way it was, but bringing it down would not only bring the spawn tubes down, but the spawnroom shields as well. Oh well.. more MLG shit filtering in at a faster rate.   :oh_i_see:


Title: Re: Planetside 2
Post by: shiznitz on May 25, 2013, 11:12:34 AM
I'm not sure I am a fan of the SCU change. Seems like some dumbing down there. I, for one, had always hoped the sequel to Plantside would have more sub-objectives, not less.

Yeah, but you see, they have to make PS2 more like PS1 before they can make it better because the PS1 mechanics were better anyway.


Title: Re: Planetside 2
Post by: climbjtree on May 30, 2013, 05:47:02 PM
While the new lattice system does help direct the fights, it more or less puts things on rails and ensures the winner will be whoever has more dudes.


Title: Re: Planetside 2
Post by: Kageru on May 30, 2013, 06:50:27 PM

That's an inherent property of the model rather than a product of the lattice system.


Title: Re: Planetside 2
Post by: shiznitz on May 31, 2013, 09:24:18 AM
I think they should leave a cont or two unlatticed for variety.


Title: Re: Planetside 2
Post by: Pennilenko on May 31, 2013, 10:36:37 AM
I lost interest and canceled my premium sub thingy. Haven't really logged on either knowing that any type of advancement is painfully slow without the highest tier of membership.


Title: Re: Planetside 2
Post by: Mrbloodworth on June 06, 2013, 06:52:02 AM
Ps2 is going to be a launch title for the PS4.


Title: Re: Planetside 2
Post by: Surlyboi on June 06, 2013, 10:47:52 AM
 :awesome_for_real:


Title: Re: Planetside 2
Post by: Mrbloodworth on June 06, 2013, 01:50:07 PM
 PlanetSide 2 - Coming to Playstation 4! #PS2onPS4 (http://www.youtube.com/watch?v=oBHZcWDbchs&feature=youtu.be)


Title: Re: Planetside 2
Post by: Pennilenko on June 06, 2013, 10:53:23 PM
PlanetSide 2 - Coming to Playstation 4! #PS2onPS4 (http://www.youtube.com/watch?v=oBHZcWDbchs&feature=youtu.be)

Hahaha, yeah fucking right. I would fucking kill for professional voice com behavior.  Actual game experience may vary.


Title: Re: Planetside 2
Post by: 5150 on June 07, 2013, 05:01:34 AM
Apparently PS1 will soon be F2P and is currently free for former subscribers and possibly existing PS2 players

http://www.rockpapershotgun.com/2013/05/22/why-not-planetside-1-kinda-free-now-f2p-soon/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+rockpapershotgun%2Fsteam+%28Rock%2C+Paper%2C+Shotgun%3A+Steam+RSS%29


Title: Re: Planetside 2
Post by: Mrbloodworth on June 07, 2013, 06:47:19 AM
PlanetSide 2 - Coming to Playstation 4! #PS2onPS4 (http://www.youtube.com/watch?v=oBHZcWDbchs&feature=youtu.be)

Hahaha, yeah fucking right. I would fucking kill for professional voice com behavior.  Actual game experience may vary.

Completely depends on the outfit.


Title: Re: Planetside 2
Post by: Falconeer on July 01, 2013, 10:54:18 AM
Nexus Battle Island (http://www.youtube.com/watch?v=wjEeGpHGIpU&feature=em-uploademail)? "In preparation for eSport"?!


Title: Re: Planetside 2
Post by: 01101010 on July 01, 2013, 11:38:27 AM
Well duh... Higby has been all "MLG MLG MLG! rah rah rah! ESPORTS AWAY!!" from the start. The main continents now will be serving as the lobby.


Title: Re: Planetside 2
Post by: Speedy Cerviche on July 15, 2013, 10:05:26 AM
An open world MMOFPS is basically the wrongest place possible to attempt some sort of competitive clan league scene. Meanwhile they are so obsessed with balancing the 3 sides perfectly  for these ultra competitive types that everything ends up super bland. Ontop of that there's no cool & unique sci-fi vehicles being added because apparently all their resources are going into this "esport" crap.


Title: Re: Planetside 2
Post by: Mrbloodworth on July 29, 2013, 06:03:23 AM
Quote
PlanetSide 2 players are some of the most dedicated, emotionally invested players in any virtual world. For the first time, PlanetSide 2 players have the opportunity to create parts of our world by designing new in-game items.

Player Studio™ is a new program that invites (initially US-based) players to download sample geometry, learn how virtual items are constructed, and try designing items. You can try your hand at writing a creative name, item description, and rationale for how it fits into the ongoing storyline.

Selected items will be offered for sale in the SOE Marketplace alongside items created by staff artists, priced in SOE's Station Cash virtual currency. Revenue from the sale of these items will be shared back with the creative player.

https://www.planetside2.com/player-studio


Title: Re: Planetside 2
Post by: shiznitz on July 29, 2013, 11:26:57 AM
Damn I had good time in this game last night.  And I didn't even try out the new Esamir.


Title: Re: Planetside 2
Post by: Pennilenko on July 29, 2013, 08:46:28 PM
I wanted to buy a six month block of premium, I was very disappointed to see that they wont take PayPal for premium time. I don't trust Sony with CC info. So it looks like no premium for me. I wanted the six months for the max bonus right up front and the price break.


Title: Re: Planetside 2
Post by: Kageru on July 30, 2013, 01:29:05 AM

Could possibly use the steam wallet if you trust valve more. That's what I do when I want to buy station cash.


Title: Re: Planetside 2
Post by: Pennilenko on July 30, 2013, 09:35:04 PM

Could possibly use the steam wallet if you trust valve more. That's what I do when I want to buy station cash.

You can't use station cash to buy premium time.


Title: Re: Planetside 2
Post by: shiznitz on July 31, 2013, 11:11:10 AM
I don't trust Sony with CC info. So it looks like no premium for me.

I know this if off-topic a bit, but I want to revisit this.  I am not going to try and convince you to change your mind, but I will ask you to think about all the firms with whom you DO trust your CC info.  What about Sony makes them worse than Apple or you cellphone vendor?  All of these firms probably use the same 2 or 3 encryption companies for CC transactions and data.


Title: Re: Planetside 2
Post by: Merusk on July 31, 2013, 01:02:58 PM
Sony's history of being violated/ losing CC info that was also 100% unencrypted springs to mind.


Title: Re: Planetside 2
Post by: shiznitz on July 31, 2013, 05:36:22 PM
But Sony is hardly alone there.


Title: Re: Planetside 2
Post by: Pennilenko on July 31, 2013, 06:56:44 PM
I don't trust Sony with CC info. So it looks like no premium for me.

I know this if off-topic a bit, but I want to revisit this.  I am not going to try and convince you to change your mind, but I will ask you to think about all the firms with whom you DO trust your CC info.  What about Sony makes them worse than Apple or you cellphone vendor?  All of these firms probably use the same 2 or 3 encryption companies for CC transactions and data.

I actually do not trust firms with my CC info. I pay my cell bill in cash, and I only use PayPal for online transactions.


Title: Re: Planetside 2
Post by: Miasma on July 31, 2013, 07:21:26 PM
You don't actually pay for anything done with a stolen credit card so long as you report it so why be all paranoid?  It's an annoying hassle but not actually a financial loss.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 10, 2013, 08:23:09 AM
They added the lattice, its glorious.

I find it funny TB kinda stopped when I did, and came back when I did.

http://www.youtube.com/watch?v=-f9NkX_SLV4


Title: Re: Planetside 2
Post by: Falconeer on August 10, 2013, 08:26:21 AM
You are wrong. Around here they consider this game a shitty one and a flop. So you must be wrong.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 11, 2013, 08:13:07 AM
Negative!


Title: Re: Planetside 2
Post by: Merusk on August 11, 2013, 10:10:53 AM
Started playing this past week because I was looking for a new shooter.  This game is not fun in early mornings on the weekend due to low-pop.  Made even worse when you get someone in platoon/ squad lead who doesn't update their blessed squad beacon and nobody deploys sunderers.  (Which I can't get to deploy at all...)

Still, plays just like PS1 for me.


Title: Re: Planetside 2
Post by: Trippy on August 11, 2013, 10:14:12 AM
Started playing this past week because I was looking for a new shooter.  This game is not fun in early mornings on the weekend due to low-pop.  Made even worse when you get someone in platoon/ squad lead who doesn't update their blessed squad beacon and nobody deploys sunderers.  (Which I can't get to deploy at all...)

Still, plays just like PS1 for me.
You need to buy and equip the S-AMS attachment before spawning the Sunderer to be able to deploy it. If you have that equipped and you still can't deploy you are probably within range of another deployed Sunderer.


Title: Re: Planetside 2
Post by: Merusk on August 11, 2013, 10:34:00 AM
Ugh.. more certs to grind and I'm a terrible player.  Thanks, at least I know why it wasn't deploying now.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 11, 2013, 11:14:20 AM
Get with an outfit, or at the very least a group of friends. Also, did you do the new tutorial? I ask because I have not.


Title: Re: Planetside 2
Post by: shiznitz on August 12, 2013, 06:15:47 AM
and nobody deploys sunderers. 


I don't understand this simple tactic.  I know sunderers generally don't last more than 5-10 minutes, but in PS1 AMSes were rolling constantly.  There are lots of great places to park sunderers so that they are safe from anything but a coordinated armor assault. 


Title: Re: Planetside 2
Post by: Mrbloodworth on August 12, 2013, 06:20:53 AM
Merusk's experience is not mine in regards to Sunderers with the AMS ability. But he may be speaking of whatever random group he got into.


Title: Re: Planetside 2
Post by: croaker69 on August 13, 2013, 05:46:55 AM
Sometimes in a zerg it can be difficult to find the deployed sunderer in a sea of undeployed ones, especially in a large base like an amp station. Merusk, each deployed sundie creates a circle around it where no others can be deployed and the deployed one is usually well hidden.


Title: Re: Planetside 2
Post by: Nija on August 13, 2013, 10:03:29 AM
Use [ and ] to zoom the minimap back and forth. Look for a big white circle. Usually multiple big circles. Those are deployed AMSes.

Rather than doing that, join an active outfit. The kind that will load up a gal with an infiltrator and drop in enemy territory, put down beacons, and hack out a terminal to launch a few AMSes.

It's basically two different games. Either you're in an outfit that does stuff or you're borderline quitting. No in between.


Title: Re: Planetside 2
Post by: Pennilenko on August 13, 2013, 08:12:48 PM
It's basically two different games. Either you're in an outfit that does stuff or you're borderline quitting. No in between.

This is truth. I've been in a bunch of outfits, I am not currently in one because of time commitment issues, but I still know which platoons to hop into for organized play. It makes a huge difference when you get yourself out of the zerg.


Title: Re: Planetside 2
Post by: Merusk on August 14, 2013, 05:37:16 AM
It's basically two different games. Either you're in an outfit that does stuff or you're borderline quitting. No in between.

This is truth. I've been in a bunch of outfits, I am not currently in one because of time commitment issues, but I still know which platoons to hop into for organized play. It makes a huge difference when you get yourself out of the zerg.

Yeah, it's 100% this.  I was getting into shitty platoon after shitty platoon because I was hitting "instant action" and just hitting insert to join one.  Even bouncing-around to where the "zerg" was and outnumbering was frustrating because they seemed incapable of taking anyplace.  Which was amazingly frustrating when we were outnumbering 2:1 and still losing.

I didn't realize the platoons could be auto-joined until just yesterday. I got in to a random one with TR 3rd Infantry Saturday and that was an amazing outfit, I might check them out.  I joined a spam-invite with [win] and their core seems mature and capable.  Did VR training with them last night and learned some tactics, However since they spam-invite they've got an odd mix of folks who are competent and random fucknuts.

I was disappointed to discover there's some pretty hardcore hacking out there, though.  Ran in to an NC group of BR 1-4s who were able to mow down 2-3 of my platoon before falling AND somehow could see stealthers from 40' away approaching them from behind.  5 of them destroyed a group of 12 of us trying to hold a base.


Title: Re: Planetside 2
Post by: shiznitz on August 14, 2013, 09:25:37 AM
It is true that outfits matter in PS2 if you actually want to take objectives and not just pew-pew.  I think that is a plus for the game, but it certainly means it isn't for everyone.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2013, 08:00:43 AM
Quote
Our primary goal for re-addressing the resource system is to make sure it does a better job making resources drive the combat taking place, make sure they have real strategic value, and generally have more meaning than they have currently.

This is a relatively complicated system - you know, a lotta ins, lotta outs, lotta what-have-you's. I've done my best to try and distill the essence of a 25 page design document down into something more easily digestible, so these are just the broad strokes of the plan we're currently mulling over.

    Resources are reduced to a single currency and acquisition timers are removed.
    Inventory for infantry items is removed - changed to pay on use
    Individual Bases/Facilities supply Resources for local players
    Bases/Facilities have a power level that is drained by providing resources to local players
        There is a passive power regen to offset the cost of small skirmishes and to restore full power when no combat is taking place.
        Full powered bases provide more resources than low powered ones
        The more players being given resources, the faster the power drain
    Addition of Auraxium Crystals/Mines as a power source
        These are resource nodes added in between facilities
        Vehicles fitted with appropriate equipment can load up auraxium at these nodes
        This auraxium can be transported to a base to manually refill it’s power reserves
    When a base is totally out of power, no resources are provided to the friendly troops in the area. This allows the attacker cut off entrenched defenders from using resources if they can keep supply vehicles from breaking their blockade

There's still a lot of other little nuances and details but I think that gives a decent overall picture. It's a pretty significant departure from the current system - do you think this plan would make resources a more interesting component of the game? Does it go too far? Let us know.

https://forums.station.sony.com/ps2/index.php?threads/september-resource-revamp.83018/


Quote
Continent Locking (or the "Continental Lattice" in the post-lattice era) is on the horizon and will hopefully enhance the feel and depth of PlanetSide 2's overall metagame significantly. Here's what the basic plan looks like so far:

    Each of our current continents (Indar, Esamir, Amerish) becomes a home continent for an Empire
    Each empire has a single “Home Warpgate” on their home continent that can never be taken from them
    All other warpgates can now change hands like regular territory (details here still being worked out, so let us know if you have ideas)
    By taking control of a warpgate, your empire can now advance along any continental lattice connected to it
    Hossin is given three warpgates, one connected to Indar, one to Esamir, and one to Amerish. There is no home warpgate on Hossin.
    Battle Islands fall between continents on all the links not leading to Hossin

(http://www.soe.com/images/community/features/continental-lattice-concept.jpg)

https://forums.station.sony.com/ps2/index.php?threads/november-continent-locking.82996/


Ha look, its Planetside one. Imagine that.


Title: Re: Planetside 2
Post by: Merusk on August 15, 2013, 09:00:19 AM
That was my exact thought.  And that sucked in PS1.  While it did consolidate fighting, it also meant you were locked-out of fights more often because the continent pop limit was hit.

In other news I blew way more on Station Cash than I should have and now have a renewed love of MAXes.  If only more fuckers ran as engineers and meds instead of Heavies and Lights.


Title: Re: Planetside 2
Post by: 01101010 on August 15, 2013, 09:08:56 AM
I am not sure how I feel about this.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2013, 09:42:28 AM
And that sucked in PS1. 

I Disagree with that. But also consider, they have alerts in PS2 to move people around.


Title: Re: Planetside 2
Post by: croaker69 on August 15, 2013, 10:52:31 AM

Ha look, its Planetside one. Imagine that.

Which is exactly what I've been waiting for!  :drill:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2013, 10:56:30 AM
I am not sure how I feel about this.

They are also talking about the ANT.


Title: Re: Planetside 2
Post by: shiznitz on August 15, 2013, 11:09:49 AM
The bottom line is that everyone (except the devs) knew that PS1 got a lot of the basics right.  This game has been out too long and not enough people on these forums care for me to list the current differences, but if someone ever played PS1 and had fun it is highly likely you will have fun in PS2.


Title: Re: Planetside 2
Post by: Merusk on August 15, 2013, 11:22:22 AM
And that sucked in PS1. 

I Disagree with that. But also consider, they have alerts in PS2 to move people around.

Clearly I played a different PS1 than you or I'm misremembering something here.  From what I remember, you were locked-out of at least one continent at all times, possibly 2 if your faction sucked ass the day before. 

90% of fighting happened on Hossin unless one of the zergs had actually managed to capture it and was pushing on your home continent.  When fighting was happening on Hossin you had to wait your turn because of population locks. Everyone avoided the caves, because the caves fucking sucked.

I was also playing before Battle Frames were around, though, shortly after the "Battle Islands" were introduced vs. the one world.  I think I played one or two weeks during the reserves program some years after BFs were introduced.

Giving alerts to move people around doesn't work if there's no place to move them.


Title: Re: Planetside 2
Post by: croaker69 on August 15, 2013, 11:49:49 AM
And that sucked in PS1. 

I Disagree with that. But also consider, they have alerts in PS2 to move people around.

Clearly I played a different PS1 than you or I'm misremembering something here.  From what I remember, you were locked-out of at least one continent at all times, possibly 2 if your faction sucked ass the day before. 

90% of fighting happened on Hossin unless one of the zergs had actually managed to capture it and was pushing on your home continent.  When fighting was happening on Hossin you had to wait your turn because of population locks. Everyone avoided the caves, because the caves fucking sucked.

I was also playing before Battle Frames were around, though, shortly after the "Battle Islands" were introduced vs. the one world.  I think I played one or two weeks during the reserves program some years after BFs were introduced.

Giving alerts to move people around doesn't work if there's no place to move them.

Ah ok. I played later on after that had been revamped.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2013, 11:53:06 AM
And that sucked in PS1.

I Disagree with that. But also consider, they have alerts in PS2 to move people around.

Clearly I played a different PS1 than you or I'm misremembering something here.  From what I remember, you were locked-out of at least one continent at all times, possibly 2 if your faction sucked ass the day before.  

90% of fighting happened on Hossin unless one of the zergs had actually managed to capture it and was pushing on your home continent.  When fighting was happening on Hossin you had to wait your turn because of population locks. Everyone avoided the caves, because the caves fucking sucked.

I was also playing before Battle Frames were around, though, shortly after the "Battle Islands" were introduced vs. the one world.  I think I played one or two weeks during the reserves program some years after BFs were introduced.

Giving alerts to move people around doesn't work if there's no place to move them.

You must have. Because continental locks only stopped drop pods and broadcast warping, you could break the content open again using movement thought the warp gates and gaining a foothold would nullify it, which was extreamly fun. You could also drain a base to flip it, causing a non-standard foothold, say in the middle of the map. I found the combat to happen on all contents regularly, as the system caused all contents to be utilized and concentrated users. You may be confusing population locks with Continental locks. In effect, its a map rotation system controlled by players.

The purpose of continental locking is denial of capturing territory and select benefits. Its part of the "win" in a never ending war. An achievable goal, however temporary. As well as being an empire level choice as to where to hit another empire.

Anyway, in this incarnation there are a number of systems that can move populations around, part of that is the new resource system, the other are alerts ( That react and trigger to population density ), and hopefully the Mission system. Not to mention, the population caps are so much larger now, but that does not stop pop caps to be reached, every time I boot this up again, at least one continent is full.

Will you always be able to play on any continent? No. Is that a bad thing. Nope. Its a war game, not a battle game. You go where the front is, or make a new one.


Title: Re: Planetside 2
Post by: Merusk on August 15, 2013, 01:33:44 PM
They changed it then.  You could run around on other continents and cause problems, but you couldn't cap anything without an adjacent continent warpgate being under your faction's control.  Certainly not in the middle of nowhere on a continent.  It was full-on continent locking.  It was more like the current "you need an adjacent area before advancing" schematic.

I know I'm not confusing pop and cont locks.
*  Pop lock was "There's x TR on, you have to wait until someone logs off so it's fair." (Ignoring the jackasses who'd hide AFK in a corner of a base for certs, contributing nothing)
*  Cont. lock was, "You don't have any ability to capture this, because your faction doesn't own adjacent facilities."   IIRC You could cap towers behind enemy lines to cause problems, and wreck vehicle/ aircraft spawns (Because not all bases could spawn them) but not facilities.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2013, 01:37:05 PM
You always had to have a lattice link, even in what I describe. There was always at least 3 possibly more with caves. Draining came VIA BFR's ability to drain silos, and also the old school way of killing every powered item over and over. You drain a base, it goes neutral, then you hack it. Of course if anyone noticed...


Title: Re: Planetside 2
Post by: Merusk on August 15, 2013, 01:50:38 PM
Caves were the sticking point.  I'm not kidding when I say NOBODY did them. They were absolutely terrible, so it was Hossin or nothing for a foothold. (Which it still would be if caves didn't exist, according to that map, since there's only 2 links to a continent from another) You're never pushing a faction totally off their continent, because the 3rd will sweep in behind while you're occupied.

When I did the reserves thing I recall hearing that's why they linked BFRs to them at some point. Because then you *had* to to caves, no matter how terrible.

I'm not saying "OMG CHANGE SUCKS."  I"m just trying to explain why my first reaction wasn't, "YEAH, PS1 metagame!."  Different experience from a different time in the game.


Title: Re: Planetside 2
Post by: Kageru on August 15, 2013, 03:25:11 PM

I must try to get back into it. My main complaint was that the lack of strategic mechanisms meant it was just a wastefully huge deathmatch map. Looks like they are fixing that. The game's performance still isn't great on my system though, and I often seem to get stutters when it loads in new models. Which generally happens when those models are shooting at me.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 15, 2013, 04:10:49 PM
The last update did wonders for a friend of mine who had unplayable performance. May be good for you too.YMMV Also, smeed said they have people rewriting important parts to use multicore systems better.


Title: Re: Planetside 2
Post by: Jimbo on August 19, 2013, 03:41:22 PM
How can it go from awesome, with decent fps, then suck ass, or worst yet, I'm kicking ass and chewing bubble gum and I get a crash to desk top! GRRRRRRR! Still loads of fun. How are they going to have this playable on the PS4? Or different servers?


Title: Re: Planetside 2
Post by: shiznitz on August 20, 2013, 07:40:14 AM
My NC outfit now has unofficial TR nights.  I have to say that swapping empires really reinvigorates the fun.  If you feel like you are in a rut, convince some friends to join you for a night or two as a different empire.  It is still fun even though you are starting from scratch cert-wise. 


Title: Re: Planetside 2
Post by: climbjtree on August 20, 2013, 03:56:19 PM
Especially when you go from shit weapons to awesome weapons.


Title: Re: Planetside 2
Post by: shiznitz on August 21, 2013, 06:07:24 AM
Especially when you go from shit weapons to awesome weapons.

When I play TR it feels "easier" somehow.  But you know what? My K/D between my 12,000 cert NC (BR 38) and my 400 cert TR (BR 10) are virtually the same.  One could argue that proves something about the learning curve for TR vs NC, but I am playing with TR weapons that most closely resemble my NC kits - Striker being the exception of course.

My TR does have higher xp/minute though, but I think that is mostly due to less unproductive solo time.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 21, 2013, 06:59:33 AM
I believe its because TR weapons are rather standard WW2 era stuff we have used in every shooter ever.

On another note:

Quote
http://www.planetside-universe.com/news-development-focusing-on-optimization-3060.htm (http://www.planetside-universe.com/news-development-focusing-on-optimization-3060.htm)

https://twitter.com/j_smedley/status/369862354327986177 (https://twitter.com/j_smedley/status/369862354327986177)

https://twitter.com/j_smedley/status/369864332923777026 (https://twitter.com/j_smedley/status/369864332923777026)

Smed has also posted a bit on Reddit:

Quote
I think this is basically him saying "we're focusing hard on PS4 optimizations, so no new content for a while. But you'll get the benefit of these too... so I'll just call it PC optimizations to make it sound like we're working for you guys"

Quote from: j_smedley

not correct - this has zero to do with the PS4 version. That's a separate team. This is about the PC version's unacceptable performance. It's getting worse and we need to fix this immediately.

EDIT: I guess we have no twitter display.


Title: Re: Planetside 2
Post by: Nija on August 21, 2013, 09:21:43 AM
Yeah I bet they showed Smed PS2 running on a PS4 at ~10 fps.

It really runs like dogshit on AMD machines, and it's effectively a single core application at the moment.

Not good news for the PS4.

Good news for us players, since we should all benefit from the optimizations.

I mean, months and months and months ago I was complaining about them adding new fucking shotguns every 3 weeks, but you couldn't ever see enemies further away than 20m in big fights. Maybe they're finally realizing that.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 21, 2013, 11:00:32 AM
Road map updates:

Quote
PlanetSide 2 has always embraced the idea that the core game content is totally player driven, so the mission system just takes that idea a little further.

Mission Types

Squad: Missions for squads add to group cohesion and direction and help a squad stay together. Players in the squad are motivated to follow the objective and the squad leader has control over where that objective is.

   
  • Location Mission – SL places mission anywhere on the map instructing squad members to go to that location.
  • Escort Mission – SL places mission on a friendly player or vehicle, and the mission follows that player around until killed or destroyed.
  • Default Mission – SL defers squad mission to the automated system used for solo missions. This also happens under certain conditions, like an escort mission where the target is killed and a certain amount of time elapses, or when a location mission has no squad members around it for a time.

Solo: Missions created for solo players to guide them to the next objective and help create and balance fights.

    These missions are automatically created and assigned based on current map criteria, population balance, and player proximity. As a general rule these missions will strongly encourage population balancing and will likely give opposing missions to factions. For example, some players on TR might get a mission to attack a VS outpost, while an appropriate number of VS players get a mission to defend that outpost. It is the primary purpose of these missions to create fun and reasonably balanced fights for players, or to reinforce fights that need more balancing.
   
  • Players cannot choose these missions, but using Instant Action will assign a different mission and deploy the player to that location.
  • When a mission is completed a new mission will be created for the player.
  • Players given a mission that is more than a single lattice-link from their current location will be given a message allowing them to immediately deploy via drop pod to that objective.
  • Squad leaders can opt-in their entire squad to these missions, and this is automatic under uncommon situations.

Support Requests: Missions created by squad leaders that are assistance-requests that feed into the automated mission creation system.

   
  • These can only be placed when certain criteria is met to prevent trolling and to ensure the integrity of the mission.
  • These are only created by squad leaders.
  • These are used in conjunction with the automated solo mission to guide players to appropriate content.
  • For example, solo players in aircraft or squads in aircraft who use default mission selection may be offered an Air Superiority mission if another squad leader is being overwhelmed with aircraft and requests assistance. In this way both squads and solo players can be better directed to content they desire. In this case the content was air-to-air combat.

Mission Properties
Players can have at most one mission active. They have a HUD icon that directs them to the mission area. The mission center and area is indicated on the map and minimap. Players receive notifications when their mission changes. The mission UI is currently used in the Tutorial to introduce new players and teach them to follow that mission waypoint

Mission Rewards
For all missions there are XP rewards for being in the mission area and doing certain activities within the mission area. For example, squad members in their squad mission area will receive an XP bonus. Solo players who fight in the area directed by the solo mission will also receive XP bonuses. These are intended to motivate players to follow the mission and stay with their squads.

Quick Action Menu Update
This refers to the menu that comes up if you hold down the spot key on a friendly. (Also known as the command wheel, or commo rose). This will be updated to better support mission creation particularly for squad leaders, but all players should find improvements.

   
  • General bugfixes to this feature to make it more usable, such as Y-inversion support, and helping avoid the issue of players left-clicking to select and inadvertently shooting or killing a teammate.
  • Allowing a default selection so it is quicker to open the menu and select the most common tasks, such as requesting/offering ammo/transport/repairs/healing, or assigning the target as a squad mission.
  • Retooling to support Squad Missions, selecting locations for missions, support requests, and opting the squad into automated missions.


Title: Re: Planetside 2
Post by: Trippy on August 21, 2013, 11:05:41 AM
Squad missions :facepalm:


Title: Re: Planetside 2
Post by: Mrbloodworth on August 21, 2013, 11:09:37 AM
Squad missions :facepalm:


Want to elaborate?


Title: Re: Planetside 2
Post by: Trippy on August 21, 2013, 11:23:42 AM
Having the Squad mission set itself automatically in certain situations to solo missions is just :uhrr: If you can turn that off I'd be okay with it. A good SL already has too much stuff to do -- having to constantly fight with the mission assignment mechanism just makes their job even harder.


Title: Re: Planetside 2
Post by: Mrbloodworth on August 21, 2013, 11:27:41 AM
Squad leader has to opt in as I read it, thought the second pat is a bit confusing.


Title: Re: Planetside 2
Post by: shiznitz on August 21, 2013, 01:03:05 PM
This is just free exp for most outfit squads.  It is a nice touch for solo players.  They could also expand this so that the missions call for armor or air support.


Title: Re: Planetside 2
Post by: Jimbo on November 01, 2013, 02:46:01 PM
Operation Make Gaming Faster is part something is up on the test server. Bonus is you get 100,000 cert points to spec out a character and go fight on Indar. It seems smoother and faster for me.

Plus a better way to test out a build of a character or vehicle spec too. I found out the NC auto shotgun is awesome and the NC heavy fast shooting LMG spec'ed out is freaking deadly in close quarters. NC weapons are still meh on long to medium ranges...well besides the sniper rifles. Only bad thing is that if it isn't prime time, not a lot of people on, wish more would join, we had a really crazy three way fight on one of the bio labs.


Title: Re: Planetside 2
Post by: Mrbloodworth on November 13, 2013, 07:44:55 AM
PU01 Patch Notes: Tuesday, November 12, 2013 (https://forums.station.sony.com/ps2/index.php?threads/pu01-patch-notes-tuesday-november-12-2013.157453/)

Quote
   

    Performance

    General:

        Refactored game rendering to better utilize multiple CPU cores. The same has been done for UI rendering.
        Optimized the CPU cost of some purely aesthetic physics objects
        Added adaptive complexity levels for physics simulations based on current client performance
        Disabled redundant physics processing between remotely-simulated vehicles
        Improved simulations between complex compound shapes, primarily vehicles
        Sound emitter optimization
        Numerous optimizations have been done to remote character processing to reduce the cost of per-player processing.
        We found that players getting in and out of vehicles was causing some performance issues. This has been addressed and is working as expected, now.
        Audio asset clean-up
        Added a frame rate smoothing option. (This is on by default and trust us, you probably want this. It will make your frame rate smoother and reduce spikes. Your FPS counter will show as lower overall, but that’s not a bad thing.)
        Adjusted the default graphics settings. (If you push Reset to Default, it will set the graphics settings appropriate for your system.)


    FX:

        Vehicle debris pieces updated
        All bullet impacts optimized


    Animation:

        Implemented new scatterblend node to provide more fluid third person movement and a performance improvement
        Reorganized the networks to eliminate redundancies and reduce the overall network size
        Created level of detail version of the third person network. This allows code to switch to less expensive version of the network based on how far away the player is from the camera. This provided our largest performance improvement at approximately a 50% improvement for network processor time.
        Consolidated the number of active nodes and pass downs in the network. This simplified the network and insured that costly additive nodes were only active when they were necessary.
        Removed state machines that could be replaced with blend trees. Blend trees are more efficient than state machines.


    Art:

        Optimization pass on First Person arms
        Improved usage of textures on various vehicles
        Optimization pass on Ace Tool and Ammo Pack


    Memory:

        Fixed several client crashes (We’re not done with these and should have more coming soon.)
        Fixed a few client memory leaks (Not done here either. Still investigating some memory optimizations to help with crashes related to memory.)


    UI:

        Overhead indicator system overhauled for performance
        The HUD, Centralized HUD, as well as the health and shield bars have been redesigned with a new look to increase performance
        Fixed Scaleform garbage collection spikes
        Optimizing UI advance processing
        Faster communication between AS3 and C++/LUA
        Faster subsequent map load times
        Faster retrieval of localized strings
        Platoon UI optimizations and polish
        Player kill notification revamp
        Kill spam notification revamp
        Fixed various existing and potential memory leaks

    UI HUD Updates:

        Minimap optimizations: more logic in C++ e.g. alpha updates such as fading and blinking instead of AS3 tweening, throttling via time slicing, recon indicator updates, recon motion dart detects enemies properly on the minimap, fixed AMS exclusion radius not appearing properly, increased default zoom level
        Compass optimizations: controlled directly from C++
        Weapon info optimizations ( bullet count, reload warning, blinking etc )
        Vitals optimizations and revamp ( health, shield, etc )
        Facility info / squad list will show when minimap is expanded if screen height >= 1080
        Fixed issue with sunderers not showing ‘gives ammo’ or ‘gives repair’ icon within 100m
        Now show the HUD facility indicator when you are inside a region but outside of the facility radius
        Fixed issues with HUD indicators blinking in when they first initialize

    Optimized Indar:

        Reduced ecosystem masks
        Reduced polycount on most environment objects
        Reduced occlusion calculations from most environment objects
        Reduced texture usage on some environment objects
        Removed redundant objects, replaced with visually similar ones
        Adjusted LOD distances


    Non Performance

    Highlights:

        No more double loading screens
        Changed recommended server calculation to improve faction balance
        AI turret should no longer shoot itself
        AV turrets and their projectiles should no longer disappear in large fights
        Numerous client focus and cursor fixes such as preventing windows from appearing above the client in full screen windowed mode and the Windows cursor appearing on loading
        We’ve disabled GPU particles until further notice. (Due to some our optimizations, GPU particles don’t work quite right and we need to spend some time to fix them up.)


    General:

        All spawn timers are now the same at 15 seconds. Previously the spawn timers would scale based on location or type from 14-18 seconds, with the majority of spawns being at 18 seconds.
        Squad deploy will no longer drop pod players into the center of a bases. It will instead spawn the player at the closest hard spawn point to the squad leader, which includes facility spawn points, deployed Sunderers, and squad spawn beacons
        The Infiltrator’s recon dart will now send found enemies to the minimap of all allies in a 150m radius. Previously this tool had a range limit of 50 meters
        Increased the drop speed of drop pods. They now accelerate as they approach the ground. Collision damage multiplier reduced to account for the higher pod velocity.
        Reduced the horizontal movement speed of drop pods so they land closer to their origin points
        Improved look of bullet hit impacts in low settings
        Fix to sending tells across servers
        Improved particle effects on vehicle deaths for TR and NC


    World:

        Amerish sky settings have been shifted 12 hours. If you don’t like the onset of evenings on Indar or Esamir, Amerish has bright sunny skies waiting for you
        Indar lighting slightly darkend at dawn and dusk
        Some outposts on Indar received minor gameplay adjustments.
        Zurvan Amp Station has had its secondary spawn room removed and now resembles the other amp stations
        Dahaka Amp Station now has gate shield generators

    Indar Lattice Additions:

        The Crown <-> Crossroads Watchtower
        Vanu Archives <-> NS Secure Data Lab
        Quartz Ridge Camp <-> Indar Comm Array
        Ceres Hydroponics <-> Galaxy Solar Plant
        Crimson Bluff Tower <-> NS Material Storage
        Benson Construction <-> Alkali Shipping


    UI:

        We've renamed the Indar Warpgates to geographical names. So you will now see the "Indar Northern Warpgate" instead of the "Indar TR Warpgate"
        The squad list now has icons for players inside MANA turrets or Drop Pods
        The Flash and Harasser mini-map icons have been made more distinct from each other
        Enemy vehicles will no longer show an occupancy count


    Bug Fixes:

        Fixed shotgun pellet count tooltip. Instead of saying, "The amount or pellets each time the shotgun fires" the tooltip now says, "Single-shot Pellet Count / Pellet Spread"
        Added 1x sight for VS Eridani SX5G
        Fixed an issue where Resupply and Repair Sunderer icons would not display when within 100 meters of the vehicle
        Fixed an issue where The Smoke Screen Utility tooltip on the loadout menu has a different duration value than the cert rank for Sunderers
        Fixed gravity lifts in the Frostbite Harbor spawn rooms to function correctly
        The AV turrets at West Highlands Checkpoint should no longer be floating
        Fixed floating turrets at West Highlands Checkpoint and The Stronghold
        Removed erroneous painfields around Indar
        Fixed an issue where the two projectiles would sometimes be visible when firing the Recon Detect Device when only one was fired
        Fixed issue where lower ranks of Sunderer Proximity Repair could not repair Sunderers that had a higher rank equipped.
        Depot Bundles and store items have had a pass to ensure correct faction usage is written in their descriptions
        Fixed cases where the player’s corpse wasn’t removed from the world after declining a revive
        Regions that cannot be captured will no longer show up as reinforcements or instant action spawn points
        Removed the visibility cap on rockets and placed explosives. They should always show in heavy battles now
        Players can no longer use the quick action menu to track enemy players
        Fixed the player standing from crouch in third person when shot while holding certain items
        Fixed the Striker not animating in first person after firing
        Glass added to cockpit of Mosquito



Title: Re: Planetside 2
Post by: shiznitz on November 13, 2013, 08:38:05 AM
I played post-patch.  I have to say there was nothing noticeably different for me but I never really had performance issues, even on my medium quality rig.

I am bummed to lose the old Squad Deploy mechanic, but I completely understand why they did it.  No reason to put all the new walls around bases if players can just parachute in.  To be clear, the option is there, but it just puts you ate the hard spawn point nearest your leader.  You can only sky bomb in on a beacon or instant action now, I believe.


Title: Re: Planetside 2
Post by: Jimbo on November 19, 2013, 10:55:25 AM
BASTARDS!!!!!! I'm working 7 nights in a row so can't play much...

Double XP from Nov 20 threw Nov 24.

It is crazy fun with lots of big battles. SOE really have been doing great with this game. It seems really smooth for me now, pretty solid in performance.



Title: Re: Planetside 2
Post by: shiznitz on November 19, 2013, 12:55:39 PM
I have been investing my certs into tanks since my infantry builds are all done.  I am really enjoying armor.  I play both TR and NC.  The tanks have completely different strengths that makes them interesting to compare.  Personally, I prefer the Vanguard's shield mechanic to the Prowler's higher speed and kill capability. 


Title: Re: Planetside 2
Post by: WayAbvPar on December 01, 2013, 06:31:28 PM
I might have to come back and play, since I fucking forgot to cancel my 6 month subscription and it auto-renewed last week.  :oh_i_see:


Title: Re: Planetside 2
Post by: Jimbo on December 03, 2013, 08:10:16 PM
Double station cash was Monday? I'm sure a triple station cash will be soon, they did it last year around this time. I can't believe I've spent this much on a FPS, damn you Smedley and Sony!!! :) it is fun as hell now.

I'm playing NC and VS. NC still feels like hard mode, but VS is pretty fun, but not as easy as TR (it was easy to get to Battle Rank 21 their weapons seem to shoot with less recoil and faster...ugh i know they are less damaging, but they way they shoot is more forgiving and easier to point, aim, fire and control, plus they are popular faction so easy to get squads going). And that is more my personal rant, it does seem a bit more balanced now.





Title: Re: Planetside 2
Post by: shiznitz on December 04, 2013, 06:56:11 AM
It wasn't double SC, just 25% discount I think.

TR does do less per bullet, but the difference is so small and their guns fire so fast and accurately that my personal experience is a faster TTK.

However, according to data collected brilliantly by the Oracle of Death at the Planetside Universe forums, VS has something like 4 or 5 out of the top 10 guns measured on a kills per user basis.  If you play VS and are not using the SV-88, you are doing it wrong apparently.  That gun maximizes situational versatility with ease of lethality.


Title: Re: Planetside 2
Post by: Jimbo on December 22, 2013, 03:08:30 PM
Christmas stuff is pretty cool, but the snowman that you hunt for is pretty low spawn rate. I wish they would have the triple station cash sale again or at least a double station cash.

They are having daily sales on lots of items. Plus they did some re-balancing of vehicles and infantry weapons again. It is still pretty fun, especially in the outfit I'm playing with, but even when I'm not with the outfit and in a pick up group, it still is fun.


Title: Re: Planetside 2
Post by: shiznitz on March 31, 2014, 12:12:54 PM
Just necroing with some updates.

The mission system (version meh) just went live.  At this point it is just bonus exp for something you would probably be doing anyway, but there is still hope for player directed missions.

There will now be 2X exp weekends once a month for subscribers only.  No idea if F2P customers will be getting 2X exp weekends any more.

A new aircraft is supposedly coming in late summer, the Valkyrie.  Think of a huey chopper - open sides from which to shoot - but not a helicopter.

The Esamir base redesigns are done.  The Amerish base redesigns are done.  Overall, I like them as they make defending a bit easier.

The newest weapon (700 or 1000 SC depending on the cosmetic version)  that I like is a funky crossbow that goes in the pistol slot for any class.  It is kind of cool to use, but not especially lethal - two headshots to kill but slow refire rate and significant "bullet" drop at range means headshots are hard beyond 10m.  The best part is that for 100 certs, one can get motion sensor bolts for it so any class can now place them (although the xbow version don't last very long).


Title: Re: Planetside 2
Post by: Jimbo on May 19, 2014, 09:27:50 PM
Sony's all station pass or whatever it is called went live. So when you subscribe you get station cash and all the games. The only thing is you have to log in once a month and get your station cash. More games I could try...

Planetside 2 is still rocking for me. I hope they figure out a way to get more even teams, seems some servers there will be a side that is overpopulated, which makes it easy for them to zerg alerts. Not sure how they could help that out.

Still the best large combined arms game out there right now. BF 4 is still borked.


Title: Re: Planetside 2
Post by: Sky on May 21, 2014, 01:46:39 PM
I've been tempted to get into PS2 a bit. I was at a convention in TX and one of the painters who took me under her wing revealed (after a couple brews) she's an avid duo player with her husband on weekends.


Title: Re: Planetside 2
Post by: shiznitz on May 27, 2014, 08:22:15 AM
Implants were introduced recently.  You do not have to buy anything, but a willingness to do so will add to your ability to choose which implants you have access to. You earn them as "drops" as you play.  I think I got about a half dozen in a 90 minute play session.  They do not actually "drop" on the ground.  They are just awarded and announced when you get EXP.

1) They are not powerful or game breaking.
2) They need to be recharged quite frequently.  They drain contantly when equipped.
3) The "batteries" also drop.
4) You can combine excess implants into batteries.
5) You can bind implants to your builds.

If you like sniping, the Hold Breath extender is very nice and probably the best implant for actually making you better.  The enhanced targeting is a nice to have in a big fight since you can target damaged enemies to try and get the kill shot.  Safe Drop is very situational but nice when you have it.  Battle Hardended lessens the quake and shake from explosions and getting shot but at this point most players have probably adjusted.  I didn't really notice a big change.  I did not try Sensor Shield but it supposedly does a good job of helping you avoid detection by aircraft.  The Regen implant strikes me as pointless given how fast one dies in the game.  The last kind highlights enemy mines within 10m on your HUD.  However, most players at this point know to look for mines when they have the luxury to do so.

Separately, combat medics got a new utility - a fixed device that regens shields.  It presents as a transparent blue dome on the battlefield.  MAXes love it, obviously, but I am sticking with C4 as my utility.  Medics also were granted access to some rifles that were previously HA only.

Lastly, the new NS shotgun is a good addition.  It has a tighter spread - thus more effective at 5+ meters - than the ESF shotguns.  The difference was noticeable in VR.  Still, when you want a shotgun, you probably want a SHOTGUN and when you don't want a shotgun, the NS version won't help much.


Title: Re: Planetside 2
Post by: Merusk on May 27, 2014, 09:46:28 AM
Sounds good, but I still have problems with the ever present back and forth over two to three stations on a map while every place else sits idle.  It felt like I was always in the same place doing the same thing every day and the game burnt me out because of it.  I guess because my play times weren't coincidental with the Zerg so I never got to do a full island push more than once or twice.

It also still has the same problem from PS1 that hasn't fully been fixed; the best way to earn XP is not to fight the other side's main army.  Capping and rolling was better than fighting and getting stuck in one spot for any length of time. Then, as an individual it's not worthwhile to jump to another island where your factions pop was lower, because either the other side's zerg were there so you'd just get steamrolled and be feeding them XP because you're outnumbered 5:1 or better.


Title: Re: Planetside 2
Post by: shiznitz on May 27, 2014, 10:59:26 AM
I don't think that capping empty bases is mathematically the best exp generator.  With the lattice, there are usually only 1-4 bases that can be aggressed on any continent at any time.  At the simplest level, let's say that it takes 5 minutes to get to the base.  Then it takes 3 minutes to flip the base for 1,000xp.  That is an exp/hour rate of 7,500.  That rate assumes no enemy comes to contest and if he does you defeat him several times without dying yourself in which case you have to invest in travel time again.

I am not a highly skilled FPS player but I have gotten pretty good at picking fights where I can do more than die 10 times in 2 minutes.  I am usually in the 10,000-15,000 exp per hour range with some fluctuation above and below that for short periods.  For instance, when I find a great perch for my tank overlooking a 48 v 48 base battle, I can easily break 40,000 exp/hour for 10 or 15 minute intervals just picking off infantry at roughly one kill a minute.  I also find reviving during large battles to be an incredibly rich exp activity as long as one makes an effort to not get close to the front line.  

This all needs to be taken with a grain of salt, however, since my main character has well over 30,000 certs.  I have at least one fully certed build for each class, three MAX types and several highly certed vehicles.  When I play my less experienced alts, my exp/hour rate is notceably less unless I can find the perfect environment for the few builds I have.  Other than new toys which I don't need, I have no upgrades left to me that aren't 200 certs or more, i.e. deep in the "skill" trees. 

I think that last sentence is key to really enjoying PS2 but only comes from actually playing.  The biggest impediment to enjoying the game is one's initial lack of flexibility when starting out.  Being a good medic is fun, but if you try and play exclusively as a medic you will get frustrated and/or bored.  This leads new players to spend their certs across many classes/vehicles at once but I think that is that is the only way to really learn when you want an engineer vs a medic vs a heavy assault.


Title: Re: Planetside 2
Post by: Merusk on May 27, 2014, 11:51:12 AM
I didn't mean to imply empty bases.  Token resistance was always good, but not sustained fights.  You want the dummies on the other side to resist, but not in enough force that they slow your zerg, IOW.  Meanwhile they're hoping for the same thing on another continent.

Of course, the ability to hop around and abandon a losing front to join your own zerg means this is what happens most of the time anyway. Until an Alert, then it's still fronts avoiding each other on other parts of the continent until someone's fighting for the last base or two they need to win/ stop a win.


Title: Re: Planetside 2
Post by: shiznitz on June 27, 2014, 06:26:05 PM
Hossin is live.

https://www.youtube.com/watch?v=lXE5DexN7Tw&feature=youtu.be


Title: Re: Planetside 2
Post by: Miasma on June 27, 2014, 06:56:21 PM
Wow I remember them talking about that back when I was still playing which was at least a year ago.


Title: Re: Planetside 2
Post by: shiznitz on July 17, 2014, 10:13:00 AM
I realize there are probably not even a half dozen f13ers interested in PS2 still, but now that I have played on Hossin for maybe 6-8 hours I have to say it is a good addition to the game.  The bases are different (if not without flaws*) and the vegetation and topography present new tactical challenges.

Additionally, the server merges that happened with Hossin has made big battles common at almost any hour of the day.  Even if one is not a fan of zerg mash-ups, the population realities (on Emerald at least) are that it is rare to be able to just ghost cap any more.  There is almost always some counter response these days.

* Last night a Vanguard driver managed to get his tank inside a building and camp on an interior control point.  He did not use a bug.  I do not imagine this was intended but maybe...


Title: Re: Planetside 2
Post by: Surlyboi on July 18, 2014, 12:39:55 AM
I like Hossin. The vegetation allows me to be somewhat of a sneaky bastard again.


Title: Re: Planetside 2
Post by: Merusk on July 18, 2014, 11:10:38 AM
Got an e-mail just now: Double XP weekend for coming back.  I'm tempted to give it a go for a while again.


Title: Re: Planetside 2
Post by: shiznitz on August 15, 2014, 10:07:12 AM
Planetside 2 added a new advancement tree, Directives.  They are basically just mini-grinds with various weapons or tools that unlock extra weapon attachments.  You get retroactive credit for all the activity that you have already done that is relevant to the trees.

It hasn't changed the way I play and the only attachment that seemed even remotely cool was the shotgun choke which tightens pellet spread when fired using sights while widening the spread when shooting from the hip.  How an attachment manages to do this is not explained.  Still, it gives any shotgun more of a Jackhammer feel.


Title: Re: Planetside 2
Post by: Trippy on August 15, 2014, 11:25:32 AM
N00bhammers for everybody! :awesome_for_real:


Title: Re: Planetside 2
Post by: shiznitz on August 17, 2014, 04:25:13 PM
I also must correct the record.  If you max out on Directives - which is a massive grind - you can eventually get new and improved versions of some of your empire's more iconic weapons.


Title: Re: Planetside 2
Post by: shiznitz on October 21, 2014, 09:12:04 AM
For those thinking of a refresh, I urge you to come back for a night or two.  The game has a lot of activity now. Even if you hate big fights (and the game now reports 96+ v 96+ on the map) like I do, the large battles leave a lot of opportunity to have fun around the edges. 

If you enjoyed this game before, you will again. I am also seeing a lot more lower level characters. I don't know if they are alts or not but it is a big change in the last month or so.  The unified resource system also makes it easier if you just want to play in a tank all night.  As long as I can stay alive in my Lightning for about 10 minutes, I have enough resources to go get another one immediately.


Title: Re: Planetside 2
Post by: shiznitz on December 19, 2014, 10:49:05 AM
Spitfire turrets are in for engineers. They cost 1,000 certs (or pay with SC).

For those that don't recall from PS1, these are automated turrets that fire on enemies that come within range.  The current iteration is quite weak, however. They do not work well as stand alone points of defense because they are easy to destroy. They work best as support DPS for a group defending a location.

The latest patch also added a wieldable knife. It is more deadly than the default quick knife and can achieve headshots for two hit kill lethality.  I have only seen them used for friendly team killing at this point since the idiocy of bringing a knife to a gun fight is pretty obvious and the switch from knife to gun is slow enough to mean your death.


Title: Re: Planetside 2
Post by: 01101010 on December 19, 2014, 11:48:27 AM
Waiting on the PS4 version of this because I can't be assed to re-install this for my computer.


Title: Re: Planetside 2
Post by: Jimbo on December 19, 2014, 09:32:09 PM
I just re-installed it, not bad to download and patch.

It is great fun especially in a big outfit, or if you want to loan wolf you can, you just have to find the right fights to follow.

There is still goofy stuff they need to work on, but it is getting better, slowly, but better. They fixed the goofy stuff that happened with the Valkyrie/PS4 coding patch so that stuttering is better. Plus in some of the massive battles it is epic crazy the things that happen.


Title: Re: Planetside 2
Post by: Sky on March 20, 2015, 02:00:42 PM
https://www.planetside2.com/ps2onps4


Title: Re: Planetside 2
Post by: shiznitz on July 06, 2015, 01:05:54 PM
If anyone cares, there is a new anti-MAX rifle for Engineers called the Archer.  3 hits kills a MAX, but it is a bolt action with almost a 5 sec reload. It will also actually damage vehicles, supposedly, but I have yet to confirm for myself.


Title: Re: Planetside 2
Post by: 01101010 on July 06, 2015, 02:49:45 PM
Decimator 4 LYFE!


Title: Re: Planetside 2
Post by: shiznitz on July 09, 2015, 06:26:05 PM
I did get kill shots on two Sunderers, a harasser and a mosquito with it, so I can confirm it does some damage to all vehicles. It also makes MAXes run away because it does more damage than a whole clip of SMG ammo. It also let's the engineer be a little bit snipery as it is nice for medium range headshotting but it is not a one hit kill against infantry. Infantry can easily survive a few Archer body shots.


Title: Re: Planetside 2
Post by: Jimbo on July 10, 2015, 12:54:26 PM
Was going to wait till it goes on sale, but seeing a whole squad or platoon on a hill with Archers really screws the advancing zerg up :)


Title: Re: Planetside 2
Post by: shiznitz on September 08, 2015, 09:48:01 AM
New empire specific guns AV for Harasser/MBT secondary. The TR version comes from the fracture template and is quite awesome. The NC one if for close range only but is quite fun to hear and use - if not optimal for Planetside since getting in close with a Harasser is really not optimal.   Additionally, MBTs were all buffed as main turret ammo velocities were increased.


Title: Re: Planetside 2
Post by: Merusk on September 08, 2015, 10:37:24 AM
The son started playing this on the PS4 and is having a blast so I logged in on the PC yesterday. Shit's changed and I lost a lot of certs that apparently disappeared into the ether. Boo.

I hate recerting.


Title: Re: Planetside 2
Post by: shiznitz on September 09, 2015, 08:47:42 AM
They refunded all certs for vehicle weapon sights, just like they did for all guns last year. Scopes and other vision options are now purchaseable with SC or certs. I think they also refunded some aircraft certs a while ago as well.

The new invisible Sunderer is a great addition, even though is costs a ton of certs to get it (you have to complete Stealth cert line).


Title: Re: Planetside 2
Post by: Merusk on September 09, 2015, 09:39:13 AM
Yeah I haven't played in over a year so I didn't know that.  Don't recall everything I had so hey free respec right?

Of course since my outfit is filled with 9+ month no shows I'm just running around with the Zerg being slaughtered. Still fun just less so than when I could rely on teammates NOT to shoot me in the head trying to score a kill.  Back to engy/ medic it is.  No support for MAXes in public brawls.


Title: Re: Planetside 2
Post by: Meester on April 27, 2016, 08:20:26 AM
Construction update is being deployed. Bunkers on the Crown :P


Title: Re: Planetside 2
Post by: Threash on April 27, 2016, 08:23:58 AM
Not sure what that means.  Is this good now?


Title: Re: Planetside 2
Post by: Malakili on April 27, 2016, 09:17:03 AM
They added base building elements.


Title: Re: Planetside 2
Post by: shiznitz on April 29, 2016, 10:30:31 AM
Are they resource intensive or cert intensive or both?


Title: Re: Planetside 2
Post by: Malakili on April 30, 2016, 06:03:09 AM
Are they resource intensive or cert intensive or both?

https://www.youtube.com/watch?v=Ng2CAQrVMX8


Title: Re: Planetside 2
Post by: 01101010 on April 30, 2016, 06:23:35 AM
Well color me impressed. This went from battlefield bro shooter to something a little more in depth. Seeing the ANT again almost makes me want to play again.


Title: Re: Planetside 2
Post by: Jimbo on May 02, 2016, 04:25:56 AM
Pretty cool/fun update. Still wish they had better instructions on how to use the ANT and the Construction stuff, I'm looking to see if Wrel has a YouTube up on it yet, he may since he works for DayBreak now.