Friday Night Ops, Tunnels and SMGS Feb 1 - PlanetSide Universe
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Click here to go to the next VIP post in this thread.   Old 2013-02-01, 06:43 PM   [Ignore Me] #1
arclegger
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.
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Old 2013-02-01, 06:45 PM   [Ignore Me] #2
Nyctalgia
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by arclegger View Post
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up.
A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that.
As of now they just give the impression of cumbersome teleporters.
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Last edited by Nyctalgia; 2013-02-01 at 06:47 PM.
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Old 2013-02-01, 06:47 PM   [Ignore Me] #3
Roy Awesome
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Nyctalgia View Post
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.
Actually, this was said in the first announcement that tunnels were coming.
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This is the last VIP post in this thread.   Old 2013-02-01, 06:48 PM   [Ignore Me] #4
arclegger
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Nyctalgia View Post
I understand where you're coming from. The main problem is probably that this wasn't known from the start and we all had our expectations up. A lot of people feel that a 'infantry only' area is missing (not counting the biolab, as they're pretty much camp teleporter/spawnlabs at the moment, the new spawn/teleporter rooms are looking sexy, though) and hoped that the announced tunnels would be that. As of now a lot of people feel like they're just cumbersome teleporters.
I hear ya, honestly I did not know a lot about them because we all work on different things. I didn't work on them so I didn't know the design 100% for a little while.

I'm just here to let you know our intentions.
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Old 2013-02-01, 06:51 PM   [Ignore Me] #5
Phantomdestiny
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


arclegger are you gone had sanctuaries in the future? and thanks for tunnel i wanted to see some defence
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Old 2013-02-01, 07:10 PM   [Ignore Me] #6
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Phantomdestiny View Post
arclegger are you gone had sanctuaries in the future? and thanks for tunnel i wanted to see some defence
Even if he knew this I highly doubt he would be breaking that news here in this thread.
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Old 2013-02-01, 07:12 PM   [Ignore Me] #7
Phantomdestiny
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Hamma View Post
Even if he knew this I highly doubt he would be breaking that news here in this thread.
i knew that but can't hurt to try xD
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Old 2013-02-01, 07:31 PM   [Ignore Me] #8
kcirreda
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


I like the grav lift exit more than just another 1 way shield door exit that I thought we were getting. I hope we get the test server back to play test any more tunnels that would have combat in them.
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Old 2013-02-01, 06:54 PM   [Ignore Me] #9
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by Roy Awesome View Post
Actually, this was said in the first announcement that tunnels were coming.
They said that there would be tunnels from the spawn. Not tunnels in the spawn. Me and pretty much everyone I've talked to believed they would be something the defenders would use to get around and the attackers would be able to push them back through, not two holes to camp.

Originally Posted by arclegger View Post
I hear ya, honestly I did not know a lot about them because we all work on different things. I didn't work on them so I didn't know the design 100% for a little while.

I'm just here to let you know our intentions.
No hard feelings, mate. It's an improvement either way and it's much appreciated that you take the time to reply both here and in the chat. Kudos!
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Old 2013-02-01, 06:54 PM   [Ignore Me] #10
NewSith
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by arclegger View Post
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.
The only thing I am disliking atm is jumppads there (not gravlifts). But not from the functionality point of view, but from the point of view of immersion. They make it feel to Q3ish. The tunnels doesn't seem to be very lengthy, so I see no real point in having a jumppad net there.

As for the inner visual designs - they will change, I think we all understand that.





Also - important question - can I AVOID using jumppads? Because it'll be rather hard to gather up for a push, if you are forced into pad-bumping.
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Old 2013-02-04, 09:38 AM   [Ignore Me] #11
MrBloodworth
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Re: Friday Night Ops, Tunnels and SMGS Feb 1


Originally Posted by arclegger View Post
I said this in chat during the stream and I'll say it here.

The 1st pass on tunnels is just defender only, we are trying to see how they play. What the players do, how they use them. After we have that info we can look into more tunnels, different tunnels, attacker tunnels etc. Just remember this is the first iteration.

You guys were beta players, you saw many first iterations on lots of things, you also saw us systematically tune and tweak first iterations to become better versions.

Hopefully this clears things up about the tunnels.

I think you guys took Tunnels to literately. We wanted underground components to bases with objectives added as an alternative method of assault of a base ( Like a INF only backdoor ).

Personally I was also hoping you guys would take a tip from PS1 and move the spawns down there.

Also, with occlusion, frustum and dynamic object removal, I'm not sure why you would NOT want part of the base game play underground, it seems like this would be a boon to the render distance problem.

Personally, I feel you guys dropped the ball.
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