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Old 2013-01-09, 09:57 AM   [Ignore Me] #91
Ghoest9
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Re: Higby Outlines this Months Patch


Originally Posted by Hamma View Post
I've had some additional time to think about this and overall I'm happy with what they have noted.

The XP Changes are nice but I believe it is to late for that - it should have been in from the start. We already have people at BR100 so it makes no real difference unless you are a new player.

I'm curious if the "Tunnels" they speak of will be only open to the owners of the base or all players. And the spawn room changes sound to me like adding more doors and windows for air and ground vehicles to camp



Buzzcut did not think of this its been a discussion going on numerous places since well before beta started.
I think the change was much more in mind with how it effects game play than with who has a high BR.
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Old 2013-01-09, 09:59 AM   [Ignore Me] #92
Tatwi
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Re: Higby Outlines this Months Patch


No one else mentioned, so I will.

"We'll sell you a server transfer before we implement the account wide unlocks" - SOE.

Thanks SOE, that's really kind of you. Good to know you're excited to solve your problems with our money. Certainly make more sense than say, listening to feedback and making characters account bound rather than server bound, like you've done for years in Free Realms...

Not terribly excited by the rest of the things mentioned, though I had a good laugh about the Score per Minute thing - golly geepers, maybe the beta players had some good feedback after all, eh? *sigh*
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Old 2013-01-09, 10:06 AM   [Ignore Me] #93
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Re: Higby Outlines this Months Patch


Originally Posted by Tatwi View Post
No one else mentioned, so I will.

"We'll sell you a server transfer before we implement the account wide unlocks" - SOE.

Thanks SOE, that's really kind of you. Good to know you're excited to solve your problems with our money. Certainly make more sense than say, listening to feedback and making characters account bound rather than server bound, like you've done for years in Free Realms...

Not terribly excited by the rest of the things mentioned, though I had a good laugh about the Score per Minute thing - golly geepers, maybe the beta players had some good feedback after all, eh? *sigh*
Account wide unlocks should be priority number 1 if they really want to get station cash purchases. This annoys me to the point of quitting. Why on earth would they do this except some Higher-Up jackass trying to squeeze as much money out of the small % of players that actually donate for the same item on multiple characters as humanly possible.... DICK MOVE.
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Old 2013-01-09, 10:10 AM   [Ignore Me] #94
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Re: Higby Outlines this Months Patch


Originally Posted by Hamma View Post
I'm curious if the "Tunnels" they speak of will be only open to the owners of the base or all players. And the spawn room changes sound to me like adding more doors and windows for air and ground vehicles to camp
What I hope for is wide shielded openings in the roof to pour AA through. Probably not, but I'm allowed to dream .

Originally Posted by Vashyo View Post
Small changes at best, wonder if SMGs look pretty much the same as all the other guns
They'll just copy/paste the LMG model for SMGs .
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Old 2013-01-09, 10:51 AM   [Ignore Me] #95
Hamma
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Re: Higby Outlines this Months Patch


Originally Posted by Ghoest9 View Post
I think the change was much more in mind with how it effects game play than with who has a high BR.
Perhaps, we shall see I suppose. I don't pay much attention to what XP I am getting personally.
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Old 2013-01-09, 11:05 AM   [Ignore Me] #96
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Re: Higby Outlines this Months Patch


No Mention of infanty render distance - that was one of the things I was most looking forward to :-(
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Old 2013-01-09, 11:07 AM   [Ignore Me] #97
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Re: Higby Outlines this Months Patch


Originally Posted by Seafort View Post
I don't mind 1 liberator bombing but in this game there is no limit to the amount of vehicles/aircraft you can spawn because of the poorly designed resource/acquisition system.

Therefore they won't be just 1 liberator bombing but several, nevermind the ESFs bombing ground targets too. This is why i think ESFs should have their rocket pods removed, add more and better AA missiles and machine guns and let them be the AA in the skies instead of just ground vehicles, infantry/MAX and static turrets.

There needs to be limits and specialisations in this game so we aren't all a Swiss army knife and be a jack of all trades.
This "be anything you want without any limits or training" is BS.
I see were your coming from Sea, but when your defending an outpost and the entire ground is enemy, they own the air as well. Then you spawn back at this same surrounded spawn box get hit by lib rounds and keep dying. Then you come and post how Libs are over powered ( I dont mean you in perticular) then thats just whining. I do have to agree though that the skyguard, and the maxes flack cannons do need to up there damage a little, to make air think twice. But I have myself stood on a roof and fended off libs and enemy air with about 4 maxes with flack cannons and did a good job. As far as timer and resources, if you pay down the certs for the timer and deck you lib out with some of the benefits then hey, its the nature of the game.
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Old 2013-01-09, 11:11 AM   [Ignore Me] #98
Hamma
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Re: Higby Outlines this Months Patch


Originally Posted by unAimed View Post
No Mention of infanty render distance - that was one of the things I was most looking forward to :-(
That's one of those things that they are always working on. Interesting they didn't mention it though.
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Old 2013-01-09, 11:24 AM   [Ignore Me] #99
Figment
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Re: Higby Outlines this Months Patch


Originally Posted by Stanis View Post
If the defenders still have to run to multiple objectives spread out across such a huge area - even being able to run 'safely' in a tunnel doesn't get them there any quicker.
In that case they could just add small sections of ziplines to the tunnels.

Just like in the cavern tunnels from the geowarp to the central cave in PS1: pretty much a fancy conveyor belt.
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Old 2013-01-09, 11:30 AM   [Ignore Me] #100
james
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Re: Higby Outlines this Months Patch


For those worried about invulnerability, since there isn't a spawn feature when you pop out of a players butt. It should work fine. BF has been using the system for a while, and yes on a rare occurrence it will cause some bs. But it will stop the spawn die, spawn die thing. Hope full we will see less he tanks, and libs camping bang buses and other things.

After reading the patch notes a few more times.
The major concerns that jumped out where the patch is not supposed to launch to end of the month. This i think is to long, your walking a fine line of losing most of your player base.

The tokens for server transfers, i guess is there way of saying no server merges. Which once again i think is horrible. The game does not play well without servers on high, when your servers are on low and medium all the time, your missing a major part of the game.

Not mentioning any meta game, brings up some questions, if they are actually interested in fixing it.
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Old 2013-01-09, 11:39 AM   [Ignore Me] #101
Babyfark McGeez
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Re: Higby Outlines this Months Patch


All i can say is this dev team is really likeable.

While they do not allways seem to have a clue what they are actually doing there (which is not ment in a hostile way) and some core problems haven't been addressed here, they really seem to listen to the community. If they do not shy away from tinkering with basic mechanics and the (lack of) strategic depth gets addressed i see this development going in a very good direction.
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Old 2013-01-09, 11:42 AM   [Ignore Me] #102
Bobby Shaftoe
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Re: Higby Outlines this Months Patch


Originally Posted by Kerrec View Post
Wow, how ignorant.
More applicable to the Devs than one bitter vet, seeing as how they've pretty much ignored months of suggestions/ideas from the passionate community.

You can search pretty much any 'bitter vet' postings on PSU and you'll see them calling out every problem the game has right now, before they even got to play the game.

Pray tell, what exactly was their original plan, release the game, go quiet after a month, watch pops plummet, then fix spawncamping 2 months after release?

PS1 had the majority of its 'meta' (horribly misused word) elements in for release, base linked benefits and 2 new vehicles were added within 2 months of PS1s release. They are STILL WORKING ON THE BASICS for PS2 in comparison.

Anyone credulous enough to think they'll unfuck PS2 (since they're all down to Dev decisions) in any sort of reasonable time (as in 6 months) should probably get checked out but before that, I've got some prime real-estate I'd like to sell to you.
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Old 2013-01-09, 11:59 AM   [Ignore Me] #103
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Re: Higby Outlines this Months Patch


Additional response:





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Last edited by Hamma; 2013-01-09 at 12:00 PM.
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Old 2013-01-09, 12:01 PM   [Ignore Me] #104
Fear The Amish
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Re: Higby Outlines this Months Patch


- Outfit Changes.... THANK GOD! and all his angels as a CO this was one of my biggest headaches

- Redesign of Spawn buildings i am happy about

- Tunnels can go either way so i am optimistic

- Skygaurd buff i am happy about

Overall i am very happy and optimistic about this update. And now that they are back from vacation i think we can expect a return to the beta patch calendar so good stuff.
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Old 2013-01-09, 12:03 PM   [Ignore Me] #105
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Re: Higby Outlines this Months Patch


So where is meta game?
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