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Old 2011-07-09, 06:45 PM   [Ignore Me] #3
Bags
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Re: Matt higby doing a q&a at redit!


http://www.reddit.com/r/Planetside/c..._the_creative/

Q: How will squad spawning be balanced?

Matt: Oh, wow. I'm a big fan, dude. I'm super geeked you replied to this. heh. 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.



Q: Why was veh hacking removed?

Matt: No problem, man!

Couple reasons, the one you mention is one, another is because we really want to push the empires to be very different in PS2, and getting ahold of enemy weapons and vehicles makes it a lot more of a balance nightmare.

Keep in mind that from a technical perspective, having to make VS and TR specific texture variants for an NC vanguard is as expensive to our texture budget as having two unique vehicles too (assuming we'd want to do it right, with a full skin not just a decal swap, which we would). Our texture budget is already stretched with all the unique armor, vehicles, weapons etc. I can't think of any other AAA fps game that would have anything close to our texture requirements.

You'll have fun as an Infiltrator in PS2, I promise.


Q: How will the command system work? Going from the fact commanders will be able to create custom missions for squads and such, will there be a more merit-based system for commander-ascension? Or the same command-experience system in Planetside 1 which ends up with more commanders than actual soldiers?

Matt: it's not based on CR like in Planetside. There are a couple paths to being a commander. One is through the cert tree, there will be several leadership related skill trees that you can progress through - progressing these means sacrificing progressing in other, more direct combat orientated roles, so those players who want to be commanders will have to be dedicated.

You'll also be able to access some of this stuff through the outfits system, more details on that portion in the future.



Q: Sup matt. Big fan of planetside(since i got into beta) and still currently subbed. Got a question or two for ya.
First off, that vehicle(assuming mag rider type) firing in the trailer, Is that's just some alpha type effects and will be redone? ^^
The class system, if you choose to start certing into max(or wuteva) will I have the capability to do anything else or will it be very specialized(only a max user for your outfit). Basically how much variety can you have in your certs/classes?
Will the reaver/mosq still have the same roles as ps1 & how different is the flight system?
nyways <3 for making the game ive been wanting for ever.
TR 4 LIFE

Matt: We're definitely still in the meat of the development cycle, which means that more passes are being done on art, systems, balance, particles, etc.

the cert system is really, really free-form. You can be as specialized or generalized as you want to be. If you want to put all your advancement time into Reavers you can do that, and you'll have a more maneuverable, durable and powerful vehicle with plenty of options for secondary weapons and fun gadgets. If you want to spread your certification across lots of different things and be more of a jack of all trades, go for it.

The flight mechanics are a lot more realistic than the flying camera PS1 vehicles. We're using PhysX for all our vehicles.


Q: Several of my friends who played the original extensively are wondering if veteran Planetside players are going to see any benefits carrying over into the sequel. I know they're the first pick for beta, but is there anything else in the works? Other sequels (specifically EQ2 and GW2) have offered veteran players the opportunity to reserve character and guild names in the sequel, as well as other benefits.

MAtt: We'll be taking good care of Planetside players who join us in Planetside 2.


Q: What kind of "sandbox" aspects will be included? I heard about the outfit bases, but will there be the ability to make whole "towns"? Will there be aquatic bound vehicles this time?

I will be asking a lot of questions, I must know everything as the first Planetside is the sole reason I started studying game design.

Matt: Much of the sandbox gameplay is stuff we're talking about for post-launch, I feel like it'd be a bit premature for me to talk too much about it right now. I do like boats, probably won't see them at launch, though.

Q: If (post == legitimate) { echo "So when's the beta / release?"; }

Matt: As soon as we're ready.

Copout answer, but honestly, I want to get the game out there and getting played more than anyone, and we're busting our asses to make that happen - but no one wants a rush job, right?


Q: 1) BFRs? Dear God say no. 2) When can I expect a release date/beta? 3) Any rough idea on what the hardware requirements might be 4) any chance of a ps3 release (cross-platform with pc!!) 5) Seriously....why NC? VS for life. 6)Any thoughts on boats/ships/sea combat? 7) which reminds me, can you elaborate at all about the differences between classes...that's all...for now.

Matt: 1. no bfrs
2. can't say much about dates right now, sorry!
3 we're gunning for 4-5 year old machines as our low end. More on exact system specs soon as we lock it down
4.I'm already busy enough trying to get ps2 ready for launch and all these people are already asking me about ps3? Jeez people.
5. suck it, barney
6. I think it's awesome, boats rule
7 The classes are designed to give a specific combat role to soldiers on the battlefield. This helps a few things: 1) makes enemies immediately recognizable, you see someone and you'll know what sort of bad things they'll be able to do to you 2) helps players understand their purpose a bit better. We'll have familiar classes like Medics, Engineers, Heavy Assault, Infiltrators, and MAXs. Each of these will have significant room to specialize and tailor to your playstyle


Q: Can you swim?

Matt: Yes, although I cannot surf. I'm looking off my balcony at some surfers right now and it's making me jealous.


Q: Why the move away from the mechanic of certifications in the first Planetside, which was one of the best things about the game?

I loved Planetside, played for several years, and I'm happy that Planetside 2 is in development, but the news I've read makes it seem like a vain attempt to cash in by transplanting ideas taken from the biggest MMOs on the market today, and not an advancement of what made Planetside great.

Some aspects of certifications in the original Planetside were great. The freedom to grab whatever cert you wanted, instead of being restricted by some arbitrary experience tree or bar for a particular piece of equipment, was extremely gratifying. I really hated imprinting, Command Rank, and medal-restricted certifications because they took the opposite path.

There are some people who like to continuously "earn" things in an endless steady progression, and MMOs usually cater to these people. But FPS games are by and large competitive in nature, and being prevented from executing some strategy because requisite equipment hasn't been "earned" is extremely irritating, almost punishing. I enjoy the feeling of getting more skilled at playing the game, and I'd rather the game reward me for that, instead of punishing me less as time goes on.

Matt: I have for years used the Planetside cert system as an example of an absolutely ingenious and well-executed system, so I'm right with you on it's brilliance. It works incredibly well to let players grow in meaningful but horizontal ways. Our system does a lot of the same things, but we've got a lot more stuff to unlock and the depth lets us have some power growth (~20% total potential power growth from a 5 minute player to a 5 year player is our goal) and long term reach goals for players.



Q: Will there be meaningful Day/Night Cycles?

Will Hitboxes become important in PS2?

Matt: the engine supports day/night cycle really, really well. We definitely want to take advantage of that.

yes


Q: I have to ask, quick knife or equip knife? (One stab one kill?)

Matt: We're still deliberating. Some of the discussions about this have almost ended with people getting stabbed. Passionate debate.

Q: As an outfit leader, will I need to spec in leadership just to create/control my outfit?

Matt: Nope, we moved away from this because it sucked if you're in a huge outfit and the leader with all the outfit leadership skills quits.

Outfits DO have a skill tree though, it's progressed similar to the player progression (outfit leaders and designated officers can decide where the time based skill unlocks go), and it unlocks things like max outfit size, outfit customization (visual and gameplay related). We really want outfits to feel like army divisions, i.e. when you see someone who is in the 101st airbourne you know that's a badass paratrooper. We're going to allow you to specialize your outfit in, for instance, Heavy Armor so when you come rolling over the hills in your decked out, customized Prowlers with outfit level bonuses and the "Jownzorz's Javelins" logo on the side all the troops on the ground know that the serious tank drivers have arrived. That's the goal.

edit to add: the other cool thing about this is it creates the aspiration for anyone on your empire who is interested in driving tanks to want to join your badass outfit too.


Suggestion: Suggestion for when you make new planets. Don't just make new terrain. Make the planets different. Different gravity, atmospheres, etc, that also has vehicles and armors unique to it. A gas giant planet with floating cruisers, all air, and jetpack infantry. A moon with low gravity and no atmosphere where you can jump 100 yards. A venusian hell hole with such bad weather flying machines are completely out of the question and even infantry armors are like MAX units. A water world with little land mass, that is devoted almost entirely to sea battles.

Matt: cool ideas =)

Q: Why add power growth?

Matt: well, we (game developers) put this stuff in because people, in general, like feeling like they're getting more powerful. meaningful character progression is integral to keeping many people interested and motivated in games. Planetside 2 will always be about player skill first and foremost.


Q: Will that span on to environmental effects? Like in Planetside, but because the option to turn them off existed, being able to see the awesome sandstorms was a disadvantage to the people who didn't have to see it. ..Basically, will stuff like sandstorms and other weather effects exist (and be permanently turned on for all player)?

Matt: We've got a really cool weather system design, I'm hoping we can squeeze it in for launch. Gameplay affecting things like volumetric fog/clouds shouldn't be able to be toggled.

Q: n regard to number 7

I understand the points you make, but I feel you are underestimating the player base with that decision. What made the original Planetside great was that your character could be one of those classes specifically or a little bit of each. It was something the old game did well, and what you're planning on implementing, I fell works better for a game of a smaller scale, such as TF2, COD, or Battlefield. This is because in those games, combat remains relatively stagnant; while in PS, the conditions are constantly changing. For instance, the fight can change between short and long distances, vehicle based to indoors, high ground to low ground. In the original PS, you could vary what you did across classes, in order to better fit the situation. Let's once again use the sniper as an example. For a far range battle, you could set up your inventory with a lot of ammo, and no support equipment, since you would have a relative distance between you and your allies. Then, when the battle moves closer, you can switch it out with more support items, and less ammo, maybe ditch a sidearm or something, either way, you could trade off something, in this case ammo, in order to obtain something else, support. The way it seems your taking the game is that, you are what class you are, so be it.

Now, in regards to the "helps players understand their purpose a bit better." In the first game, you made your purpose; there was no reason to fence you into a specific thing, and their shouldn't be now unless you feel the player base is incapable of deciding their best play style, or that the game would become too unbalanced as a result of someone being able to snipe you and heal their teammate. Anyway, I'm not saying that implementing a COD/Halo/Battlefield system will not work, but just pointing out, the old game had a really good open system.

Matt: What you're describing is basically what we're doing. You can switch classes, loadouts, etc situationally. Either when you respawn or at equipment terminals.

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.


Q: Can you confirm that there will not be face blood splatters ala Call of Duty?

Matt: you guys don't like the strawberry jam???


Q: If I have heavy assault(example) will I be able to heal myself at all, or am I 100% dependent on a medic / engineer??

Matt: you'll probably have at least some capacity to heal yourself, but this is something we're actively designing and iterating at the moment.

Last edited by Bags; 2011-07-09 at 10:47 PM.
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