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2015-01-14, 08:34 AM | [Ignore Me] #1 | ||
Second Lieutenant
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Would have been far better off to have smaller continents (less development time) with fewer facilities (allow for combined arms) and less players per continent (better performance) but hey "Size Always Matters" and indeed it does but in this case to the detriment of the game. I bet on PS4 version they had to cut continent player count in half what it is on the PC. Either that or bring back old hex cap system to make sure everyone is spread out to the max but then where are the big advertised fights?
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2015-01-19, 02:06 PM | [Ignore Me] #3 | |||
Lieutenant Colonel
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V-S-A-M dead. Its so dead that what SOE are currently doing to it might be considered necromancy. Lately im playing Payday 2 for my shooter fix.
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. Last edited by p0intman; 2015-01-19 at 02:07 PM. |
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2015-02-06, 07:46 AM | [Ignore Me] #5 | |||
Lieutenant General
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The speed of decline really depends on the social cohesion of outfits IMO. I found it a lot harder to "connect" with people in PS2 outside of my own outfit. |
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2015-01-19, 02:35 PM | [Ignore Me] #6 | ||
Contributor General
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PS2 could do alright if they keep attracting new players all the time. I doubt very much that individual players will stick at it for the length of time people did with ps1, some people did anyway.
But you can already see that many current players never experienced what was possible as demonstrated in the original and therefore don't really notice the lack, until they get bored. |
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2015-01-21, 08:56 PM | [Ignore Me] #7 | ||
Staff Sergeant
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I think its doing well enough still some times see wait ques for continents also never seem to run out of people to shoot me lol.
They really should create free expansions once or twice a year to bring in newer players through advertising like other MMOs do though would help alot. |
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2015-02-05, 11:30 AM | [Ignore Me] #8 | ||
Colonel
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Well hi...
I decided to drop by to see if PS2 had improved any since I tried it back in April '13, but since this forum has the tone of a post-mortem, it doesn't seem like it. Reading this thread reminded me of two things... 1: Arguing with Figment pre-beta about the decision to remove the AMS, shift its respawn function to the Galaxy and the effect on black-ops outfits from PS1. As it turned out the game didn't end up having the structure for most of it to be applicable. 2: "We got this!" The mantra of the devs in response to the problems people foresaw occurring. This thread reads identically to a lot of threads before the game's release, only in the past-tense as opposed to predictions. It's a little sickening how many problems people saw coming from a mile off that were allowed to occur regardless. Still, this forum's still using my little buttons and envelopes, so there's that at least. |
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2015-02-05, 02:42 PM | [Ignore Me] #9 | |||
Lieutenant Colonel
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Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2015-02-07, 10:31 AM | [Ignore Me] #10 | |||
Colonel
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Life hasn't changed much. Still looking for my next MMO and catching up on all the games my old computer couldn't play. I miss my bolt driver.
If you'd told me the whole thing would be inapplicable, it wouldn't've dragged on so damn long. Yeah. I don't think many people were particularly reassured by it. It felt more like they were saying "okay we've stopped listening now".
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2015-02-07, 12:06 PM | [Ignore Me] #11 | |||
Lieutenant Colonel
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__________________
Retired NC CR5, Cerberus Company. Not currently playing PS2. Anyone with a similar name is not me. My only characters are listed in my stats profile here on PSU. |
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2015-02-06, 07:38 AM | [Ignore Me] #12 | ||||
Lieutenant General
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2015-02-06, 12:28 PM | [Ignore Me] #13 | ||
You know the most interesting part of this is, a thread called "Wow. This place really died, eh?" has garnered a lot of post from people who love Planetside yet left PS2 due to many gameplay issues, tells us that we all still love the concept that was Planetside and if what is now DB are able and willing to actually give this game the attention, redesigns and updates it deserves. The player base is still here lurking
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"Don't matter who did what to who at this point. Fact is, we went to war, and now there ain't no going back. I mean shit, it's what war is, you know? Once you in it, you in it! If it's a lie, then we fight on that lie. But we gotta fight. " Slim Charles aka Tallman - The Wire BRTD Mumble Server powered by Gamercomms |
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2015-02-07, 08:09 PM | [Ignore Me] #14 | ||||
Lieutenant General
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Regarding AMS, there indeed proved to be no frontline when aircraft were simply going to ignore the ground fight and hop over the enemy. As predicted prior to beta. Introduction of the AMS made frontlines possible. Regarding Galaxy squad spawning, they put it in now apparently (I've got no personal experience with it as my outfit is dead in PS2 and I don't get into random squads these days: if I log in at all it is to inspect new outpost level designs). From what I gather though, it's pretty much disintegrating the already minor logistical challenges and barriers further, adding reason for calling it "redeployside" on top of the rather easy redeploying. As predicted prior to beta it would give large squads, particularly organised platoons and zergfits a lot of power. Too much power cause the easier it is to redeploy, the easier it is to counter small groups. (I already took issues with HART drop on squad leader and the lack of a SOI anti-dropzone for similar reasons and recall making a thread in beta about reaction times against squads behind front lines, spawn hopping squads and some more things). Regarding black ops: always said it was pointless with the capture mechanics and inventory systems: no one strike resecures have been in at all, unless they were one strike capture the base too, but always with points in other buildings, so you couldn't protect both the point and the spawn and try getting somewhere. Small crowds never stood a chance to hold with the base design (only offensively ironically if they got to spawncamp). Without attritition being applicable to medics and engineers, larger groups will always win. Pointed that out prior to beta based on early footage and comments. And infiltration as infiltrator has never had much of a point due to jet packs. Pointed that out prior to beta based on simply knowing there was a jetpack and seeing some of the buildings: the circumference of walls, wall design being easily hopped on to and capture points. And I could go on and on about what was missing to make certain playstyles and player and outfit uniqueness viable. I mean it was all kinda obvious and straightforward consequences. I can't really recall ever being far off with a prediction. And yes... I did predict that with all those mechanisms in place, Black Ops outfits were going to be dead soon enough, as they would likely not beat sheer numbers very often unless those numbers were reliant on few destructable spawnpoints. Where an AMS could be taken out with more ease than a Galaxy due to hp... Among other arguments... For one, I've always harped on number mitigation. Whether it was about engi glue or medic juice running out, or tanks being driven by multiple people or seat switching being impossible or at least delayed, it is all about creating inter-dependency on other players to create advantages, while reducing the amount of targets so it strengthens solo players in other ways than through mere firepower or personal capacity. It's about setting the right player limitations. I dunno Vancha. I was extremely skeptic of PS2 design decisions from pre-alpha as it would never make the things we liked PS1 for even remotely viable in PS2. :/ So yeah. It's never been about one mechanism being in or out. It's always about how all the mechanisms interact with one another to create "the whole thing"... The structure of PS2 as a whole has been... Underwhelming to me. I think one of the biggest issues in the end is that a lot of important game design decisions were based on "player convenience". Too much convenience removes the opportunity of creating a challenge or exploit an enemy's weakness. Take the class system and everyone getting access to all classes, rather than having to make due with a select few. :/
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