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Old 2014-05-31, 03:26 AM   [Ignore Me] #27
Mordelicius
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Re: Cont Lock finally?


Originally Posted by Muldoon View Post
It would be severely limiting if we only implemented things that people asked for. Personally I think No Deploy Zones were a positive change.
So far there's only one official reason why it was implemented: to make Attacker and Defender spawn equidistant to the cap point. And that's something that can be easily debunked as false equivalency (a logical fallacy).

The reason being is that attacker Sundy spawn can be blown up while defensive spawn is indestructible. Hence, attackers have to apply extra players to the Sunderer so it won't simply be blown up.

If the developers were simply worried about parking Sundies right next to the cap point, they could have easily adjusted the radius to around 10-20 feet. Instead, they had to make it large, again, to satisty the equidistance argument.

The negatives far outweigh the positive. The NDZ has been voted down at least 2:1 at the official forum (2000+ against vs. 1000 yeas). This mechanic restricts gameplay while reducing the unpredictability of game (a hallmark of PS2 up to that point). I made so many posts on how toxic NDZ is to gameplay (even before they finally decided to implement it).

Also, this is more of a philosophic battle about how PS2 should run more than anything.

"For NDZ": Developers should have tighter controls of mechanics leaving less decision to players. Something that I accurately predicted as a slippery slope. Since NDZ was implemented, they also disallowed players from dropping mines on Vehicle pads and mines on infantry jump pads.

Again, rather than letting players clear the mines themselves(which shouldn't take more than 5 seconds on most bases), the developers feel it's their role to be an invisible guardian.

All this does is make pvp stale. A player blowing up in vehicle pad is that player's fault because the pad wasn't checked for mines. In a middle of a fierce, contested Tech Plant fight, mines on the vehicle pads can mean a loss or a victory.

Instead, if you ask the PS2 developers, that meta fight for the vehicle pad shouldn't be even part of gameplay . This is one of multitudes of reason why I often say that the PS2 devs don't even play PS2. Alot of gameplay, meta and balance context is foreign to them.

"Against NDZ": Hands off. Let the players decide and fight it out. This is the type of philosophy the new SOE game, H1Z1 foster. When somebody asked Smedley if there will be a safezone, he answered "what is a safezone", meaning it won't be implemented. In, short they are letting players decide the gameplay.

Is it a suprise to anyone why that type of Laissez Faire gameplay is what makes games like H1Z1 very popular?

In PS2, they operate in another direction, there's too much gameplay interferance mechanics that the Devs sprinkle inside the game.

Instead, they should just give players more tools. A Spawn Jamming Sunderer would have sufficed, rather than a No Deplay Zone. Deploy a Spawn jamming sunderer. Any enemy sunderer caught within the AOE radius cannot spawn players. That would have been a much better alternative. And that's something that have been suggested way before they implemented the NDZ.

One of my many, many posts about the NDZ (this one after it was implemented): http://www.planetside-universe.com/s...ad.php?t=55971

Related: Suggested fixes to Spawn Camping/ Sunderer Wipes: http://www.planetside-universe.com/s...ad.php?t=56877
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