PlanetSide Universe - View Single Post - Cont Lock finally?
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Old 2014-05-28, 05:30 AM   [Ignore Me] #18
ringring
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Re: Cont Lock finally?


Originally Posted by Obstruction View Post
definitely lol'd. and i still don't get it.

is it possible that people just want this mechanic shoehorned into Planetside 2 to satisfy nostalgia for Planetside?

if they put this in as it is being described they will have to redesign or remove many other systems, including large systems such as resources and alerts. i just don't see that happening. they can't even fix half the bugs in the game 18 months after release, or half of the ones introduced in the last 18 months along with their half assed attempts to address core gameplay issues.

in fact, i suspect that Continent Locking was nothing more than a half assed attempt to address a core gameplay issue that existed in Planetside, analogous to the Alert system in Planetside 2. and if so, it would be quite ironic that veteran players pine for it while decrying Alerts and No Deploy Zones, etc.
No cont locking was not 'half-assed' as you say. It was very important and it drove the entire game.

Alerts do fine for what they are and are the most interesting part of the game as it is. But they have a big flaw. That flaw is the reward to the winner. If you want the reward (and PS2 is built on xp gain as the motivation) then you have to be on the winning side to benefit most and the result of that is population swings.

This was obvious from launch on Miller. TR population jumped as events started and grew throughout. TR therefore won the alert often with dominating victories which then in turn reinforced the impression that TR will most often win alerts.

Back in ps1 we did have alerts of a kind and different to those in ps2, but when they occurred we normally decried them because they were a distraction from the main event, ie 'the war'.
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