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2012-03-07, 02:59 PM | [Ignore Me] #16 | ||
Brigadier General
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Plus K: D ratio is such a ubiquitous tracking stat that it is now as common as ammo. It's a standard feature at this point. I do like the idea of tracking other stats as well and letting the community give more weight to those other stats.
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2012-03-07, 03:01 PM | [Ignore Me] #18 | ||
Contributor Major
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How about having a persistent universe tied to group goals of taking over bases and objectives to make it easier for others to do so? Or you know.... what makes Planetside.
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2012-03-07, 03:01 PM | [Ignore Me] #19 | ||
Brigadier General
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You played PS1 right? You know how good teamwork wins the day over a group of individuals just farming kills? That is the soul of Planetside and tracking K: D didn't kill it in PS1 and so it won't in PS2.
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2012-03-07, 03:01 PM | [Ignore Me] #20 | |||
Contributor PlanetSide 2
Game Designer |
I never claimed kills were not necessary, nor did I say they were not important. Capturing objectives is rarely possible without killing the enemy more efficiently than they are killing you. Kills are inevitable. And they generate score. In order to take territory you will have to kill. Kills award score. Thus, by contributing your score goes up. Score is beautiful like that. Deaths are naturally counter productive to score. Respawning at a base or dying means you aren't generating more score. So by being efficient and not dying you are indirectly improving your score. Score remains the most important stat. |
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2012-03-07, 03:03 PM | [Ignore Me] #23 | |||
Contributor PlanetSide 2
Game Designer |
MMORPGs used to have long xp grinds and people expected this. They even had xp loss on death. Modern MMORPGs have evolved and moved away from these things. This is no different. Just because they've done it and it is expected does not mean it is a good feature. |
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2012-03-07, 03:04 PM | [Ignore Me] #24 | ||
Lieutenant Colonel
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Team work and Goals need to be king in this game. Its Planetside, a war game. Session based thinking and design is about soloists playing alone, with others. Every design point is to remove the reliance on another. This has creeped into the current design of PS2.
Emphasis needs to be placed on Team objectives, not the individual. I am personally saddened by PS2's erosion of the team play design that made PS1 awesome. . Last edited by MrBloodworth; 2012-03-07 at 03:06 PM. |
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2012-03-07, 03:04 PM | [Ignore Me] #25 | |||
First Lieutenant
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While stats should definitely be available as a tool, it shouldn't be a focus. And at the end of the day, it really should come down to whether or not you own the territory you're standing on. |
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2012-03-07, 03:07 PM | [Ignore Me] #26 | ||
Contributor PlanetSide 2
Game Designer |
The TL;DR was the title. If you want to know "why" you'll just have to work through my wall of text. Sorry. It's a complex issue, and it is not within my power to make a compelling argument within the confines of a tweet.
Well I could summarize it to "Just because other games have it doesn't mean it's a good idea." But that in itself is a bit too vague. |
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2012-03-07, 03:11 PM | [Ignore Me] #28 | |||
Contributor PlanetSide 2
Game Designer |
If something is important but not properly weighted by score then its a bug. And it can be fixed. |
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2012-03-07, 03:14 PM | [Ignore Me] #29 | ||
Contributor Major
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How do you prevent exploitation?
What keeps me from picking up and dropping of the same squad from a galaxy over and over again to farm to BR20 or whatever? What keeps some guy nading himself over and over again only to have a medic revive him over and over again? |
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