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View Poll Results: How should population modifiers work? | |||
No pop modifiers. | 16 | 19.51% | |
Pop modifiers for Equipment Cost | 26 | 31.71% | |
Pop modifiers for Resource Collection Rate | 28 | 34.15% | |
Pop modifiers for Respawn Timers | 30 | 36.59% | |
Pop modifiers for Equipment Timers | 22 | 26.83% | |
Pop modifiers for Health | 9 | 10.98% | |
Pop modifiers for Damage | 5 | 6.10% | |
Pop modifiers should be based on floating averages calculated over the most recent day to week | 9 | 10.98% | |
Pop modifiers should be based on floating averages calculated over the most recent day or less | 15 | 18.29% | |
Pop modifers should be based on instant player-counts | 34 | 41.46% | |
Multiple Choice Poll. Voters: 82. You may not vote on this poll |
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2012-06-20, 06:01 PM | [Ignore Me] #31 | |||
Major General
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2012-06-20, 08:16 PM | [Ignore Me] #32 | ||
Colonel
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Lol and this is why people by lottery tickets. Theres going to be pop limits, any continent you will be limited to only 666 of your own empire. If folks want to flter in and fight against your numeric superiority I say let them. If folks are tired of being outnumbered then the game should offer them succor and allow them to move to a place where the numbers might be in there favor. I know you dont want your enemies to get away when you have the advantage but to me that really is only fun for a while before it gets old. There could be limits on server switching. Server switching could be an interesting part of the game. Have an open mind brother.
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2012-06-20, 10:52 PM | [Ignore Me] #33 | ||
First Lieutenant
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I can't ever remember a damage bonus, ever. But, LOL, I do remember the low pop health bonus. I can't remember the exact math, but fighting an empire with extremely low pop at an interlink with cave lock was a retarded affair. Not that the guys in Trx, AC, DT, and some others aren't already good players, but the health advantage made them gods. Eventually they got rid of the low-pop health bonus, but it did run for quite a few years.
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2012-06-20, 11:39 PM | [Ignore Me] #36 | |||
Major General
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2012-06-21, 12:59 AM | [Ignore Me] #37 | |||
Population imbalances in PvP games, first and foremost, go to who is perceived to be the winning team. Not the strongest but the one that people believe wins the most. Some players will go to the underdog, and some will go to the theme they like (flavor or mechanical). However, if you look at -any- PvP game, you will see rerolls and faction changes on a freaking whim whenever any power change goes into game or when public opinion falls for or against a side.
So if this is the case and if it is a problem (I believe it is), what's the best way to fix it? Give incentive to the underdog? The people playing the underdog are already there. The problem is the people who left to be more powerful. So do you make them more powerful by going back? That would work to a degree; however, what would be more effective is to disincentivize changing at all by putting a negative on whichever team is overburdened. It doesn't even have to mean anything, it can be 1% damage and it will put a dent in the bandwagon team swaps. What needs to be considered isn't just that people are changing sides but why the ones who do so are. If you take the idea of "I'll switch to the winning team" and temper it with "If I switch, I'll have less hp than I do now." it blunts the desire and cuts the urge to change teams. Still a proponent of token psychological tricks to keep pop balance after all these years. Buffing the underdog has never worked to restore pop balance.
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And that was that. Last edited by exLupo; 2012-06-21 at 01:01 AM. |
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2012-06-21, 01:04 AM | [Ignore Me] #39 | |||
Major
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2012-06-21, 01:19 AM | [Ignore Me] #40 | |||
Doubling up would probably be overkill. The idea is academic, tho. Nobody will ever do it. Good theory piece to bandy about but that's all.
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And that was that. |
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2012-06-21, 01:27 AM | [Ignore Me] #41 | ||
Sergeant
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There shouldn't be any dynamic health/damage changes.
Gunfights need to stay reliable throughout the whole time. For XP - i don't care the least. This doesn't help you in battle and sooner or later you've farmed enough and don't care about that anymore and rather quit/switch server than getting raped by overwhelming amounts of enemies. So i ticked both respawn timer options. @Sledgecrushr: Where hav you hidden the last years ? Playing Planetside exclusive ? You'll be shocked about the mentality of players nowadays. |
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2012-06-21, 01:30 AM | [Ignore Me] #42 | |||
Second Lieutenant
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I'm not saying don't give a benefit to the defenders but to assume people will leave the under populated Empire simply because it is under populated is inaccurate. In fact my own Outfit, of which every single one of the 45 members was a VS CR5 will be waiting to see which has the lowest population before choosing that one! |
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2012-06-21, 04:19 AM | [Ignore Me] #43 | ||
First Lieutenant
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Most new players who are not with friends will go "Hey look, bonus XP!" and play for that faction. I did. Just make it so they can not switch factions without losing all progress unless they pay for it with real money. Even just $15 or $20 would deter people from following the winning team while also giving SOE cash. Also, remember for many empire loyalty has a large amount of pull. Its like some damned spell or something...
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2012-06-21, 05:31 AM | [Ignore Me] #44 | |||
Second Lieutenant
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2012-06-21, 05:49 AM | [Ignore Me] #45 | ||
Sergeant
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It should never be things that directly effect balance, like damage or health. Respawn time is the best option I think.
But also they should keep the 8 hour cooldown for switching factions that we had in planetside 1... Last edited by Nasher; 2012-06-21 at 05:51 AM. |
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