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Old 2012-10-16, 11:09 PM   [Ignore Me] #1
Geist
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Upcoming enhancements to the Planetside 2 metagame


http://forums.station.sony.com/ps2/i...etagame.32909/
Originally Posted by Higby
Hey all -

One of the issues that's been consistently brought up by our beta players is "where's the metagame!?". Good question!

We've been looking very closely at what Planetside 2 needs to have a solid metagame that we can continue to grow from and enhance for years. A lot of your feedback as well as our own observations of how the gameplay of Planetside 2 has evolved is directly shaping where were going with the metagame systems, and a lot of these decisions have required us understanding how the game will play with thousands of players actively fighting, what will motivate them? what will encourage better fights? It's hard to design these types of systems without knowing what gameplay 'needs' must be filled, so a lot of these systems simply weren't possible for us to fully design until we had a few months of beta testing to learn the answers. The improvements we're working towards are across several systems and different scales, but they're all designed to provide a more meaningful, rich, and understandable metagame experience. These changes are going to be coming over the next few weeks, they won't all come at once, but they're all on the way.


Spawning Mechanics and Squad Cohesion

Planetside 2 is a team game, it is simply more fun to play when you're in a cohesive group, communicating and working together with your allies. We want to make sticking with your squad the 'path of least resistance' for respawning into the game. To do that we're adding some mechanics and modifying others.
  • Spawn beacons will no longer cost resources or use up a tool slot
  • Squad leaders who are actively leading a squad and have unlocked the beacon cert will be able to place a beacon on a timer
  • The nearest "hard spawn point" to your squad leader will be available to all squad mates to spawn at regardless of their location on the map
  • Squad vehicles like Sunderers will be available to be spawned at regardless of distance
  • Players will be able to "Instant Action" to their squad leader as long as the instant action timer is available.
We're also going to make Sunderers available at more outposts so that a push isn't halted by lack of spawn logistics if your sunderer gets destroyed during the course of capturing an outpost. Along with this we will be putting in radius checks for deploying Sunderers in proximity to others. We want players to be able to get access to spawning logistics when they need them, but not have those spawning logistics be so spamable that bringing 20 Sundys to each fight is the guaranteed path to success.


Base Capture mechanics and communication

Since the start of beta we've been continually iterating and refining on base capture mechanics. Our next round of iterations is going to simplify some of the base capture routine by removing the ticket system. Currently to capture a base you 'flip' a point and then wait for your capture tickets to count up, this is a passive process which currently allows people to flip a point and then move to another base, or flip a point and camp somewhere in the base. We're going to make it so that the time to flip the point is the time to capture the base, that way you know if a base is being captured there are players actively there converting the point. As part of this change we'll also be increasing the radius for capture by quite a bit so you don't have to just stand within a 5 foot radius of the point, but can move around within the outpost of facility to a greater degree. This will convert the current 'race to the finish' system into more of a 'tug-o-war', controlling the point will pull the facility towards your empire. Influence will still impact the time it takes to convert the point, and be really important to successfully capture the base. For multi-control point outposts a similar system will be in place with the control nodes each pulling on the rope. Up to 12 players will be able to influence a single control point, increasing the strength that it converts from 1x to 3x. This should encourage attackers to actively defend control points and the rooms they're in, and remove some of the feeling of 'wack-a-mole' that currently exists in the multi-control point bases.
This change should make the result of the base capture be closer tied to the action of capturing. No longer will base capture event end even when you have the upper hand in the fight due to a ticket flipping over for the defenders. You will win if you have the leverage to win, period.


In addition to the conversion from a race to the finish to a tug-o-war we will be changing how some of the rewards work for facilities.
  • Defenders will earn bonus experience for actions taken during the base capture, repairs, heals, revives, kills, etc.
  • Attackers will earn a large XP bonus upon successful capture.
These competing reward goals should give everyone a strong incentive to both attack and defend bases. We're going to make the reward dynamic so the longer the base remains owned by an empire the larger the bounty is for attackers and the more the bonus for defenders grows, this should help to give some real motivations to hold and assault key territories and also to move around the map a bit and not just fight over the same stale base. Large facilities will have a higher cap for both rewards, and they'll scale down with the facility size.


Another key addition will be tactical base benefits. You've been asking for them, and we're going to add them. Empires who maintain an unbroken line of territory control will be able to receive these benefits at any connected facility, outpost or towers. Here's what we're thinking for the facility benefits, you guys who played the original should be familiar with these ideas, but we want to hear your feedback on if you think these will work or ideas for cooler or better benefits if not:
  • Biolab: Reduced respawn timers at connected facilities / outposts
  • Amp Station: Overcharged base turrets, longer overload times on facility generators
  • Tech Plant: Access to MBTs - yes, facilities will be unable to spawn MBTs without a connected tech plant
Another piece of the puzzle will be better communication of the tactical situation on your continent. We are going to be making some enhancements to the map to show the capture status of the region, and better convey security ratings of areas. This is an area we need to make a lot of improvements on so that can easily know where to go to find the fight.

Finally, we need to make Instant Action / Hotspots work better. We're working on the heuristics for instant action to ensure that it's not only taking you where it says it will, but so that the options available are more relevant, with real "action" that you can instantaneously access. This is another tool to help newer players more easily find and participate in big battles.


Intercontinental Warfare

As we continue to add continents to the game, our goal is to make intercontinental conquest a central aspect of the metagame. The back and fourth of campaigning across a network of massive scale continents in enormous empire vs empire clashes is one of the cornerstones of what makes Planetside such a unique game. With our initial three continents we will be laying the foundation for this global conquest gameplay by adding things like continent locks for total continental domination, continent benefits from locking continents that carry over globally, and mechanics to support retaking locked continents.


With the release of Amerish in the next couple weeks (fingers crossed!) we will be adding specific and unique continent benefits to the game, things like reduced vehicle timers or resource costs, increased ammo capacity, faster respawn times, etc. We want these benefits to provide strategic incentives to holding a continent, and as we expand out form the backbone for empire wide prioritization and targeting. This is another area where we're really interested in your input. What type of benefits would you like to see on continents? What would you NOT like to see there? Let us know.


In closing

Finally I want to thank you guys for your support, ideas, angry rants, bug reports and everything inbetween. This game is very unique (in the MMO world and elsewhere) in that making it great is simply not possible without a dedicated and passionate beta community that can not only provide insights into what is missing, test our assumptions, break our game systems and, perhaps most importantly, hold out feet to the fire about issues we're not paying enough attention to. You guys have been fantastic with all your feedback and we heartily appreciate it, and we hope you continue to be our partners in making this the best MMOFPS game in the world for years to come.
Thanks!
-
mh
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Last edited by Geist; 2012-10-16 at 11:12 PM.
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Old 2012-10-17, 12:00 AM   [Ignore Me] #2
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Re: Upcoming enhancements to the Planetside 2 metagame


It is not enough.

Why bother trying to defend anything when it is so easy to attack?

It is beta and I still have hope, but 2 months to fix all that is broken does not seem like enough time.
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Old 2012-10-17, 12:21 AM   [Ignore Me] #3
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Re: Upcoming enhancements to the Planetside 2 metagame


I like all of those improvements; only tonight before I saw the post I, too, was saying outposts/bases should be timers instead of progress bars! The ease of spawning on your outfit/squad will also be a big help, particularly if they're halfway across the continent and the NC were blockading the TR Sanctuary for a few hours, like they were earlier.

I do have a suggestion, however. Recently you've been performing stress tests to see how many players you can fit on a server, but whenever I'm in a heavily contested area, my framerate grinds to a halt because of the amount of infantry around, even if they're all friendlies. Is there any way you could make latency optimised to be more fluid, depending on the relative number of total forces within occupied capture zones, compared to empty ones? For example, intel CPUs and some GPUs from both NVIDIA and AMD now increase their effectiveness based on the amount of load they are having to deal with, as do wireless NICs from Bigfoot...

It would be great if server latency could be consolidated to operate at peak efficiency on a zone-by-zone basis, only when there's more than 50 people there, since that almost empty areas would not require the same level of performance unless contested.
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Old 2012-10-17, 12:29 AM   [Ignore Me] #4
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Re: Upcoming enhancements to the Planetside 2 metagame


Originally Posted by wave View Post
It is not enough.

Why bother trying to defend anything when it is so easy to attack?

It is beta and I still have hope, but 2 months to fix all that is broken does not seem like enough time.
Fix all that is broken before launch...? Who can? Even Blizzard can't do that even if they're given another 3+ years

Last edited by cellinaire; 2012-10-17 at 12:30 AM.
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Old 2012-10-17, 12:42 AM   [Ignore Me] #5
Rago
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Re: Upcoming enhancements to the Planetside 2 metagame


I have mixed but mostly positive feelings with this, what i like for sure, is the Tactical point that you need a Tech Plant,...And i hope this does not Affect the Warpgates !

What i dont like is that you can spawn on every Sunderer in the Game with no Distance.
DO IT SQUADBASED ! !

IMHO
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Old 2012-10-17, 12:43 AM   [Ignore Me] #6
Fafnir
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Re: Upcoming enhancements to the Planetside 2 metagame


I don't like spawn and capture changes. Free teleports will make Galaxies even less usefull, while they already don't have a solid purpose in the game. If capture mechanics remain as Battlefield conquest, they will remain "whack-a-mole" fests.
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Old 2012-10-17, 12:52 AM   [Ignore Me] #7
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Re: Upcoming enhancements to the Planetside 2 metagame


Yeah, I also don't like the current 'teleport to wherever you like' situation the game is having.
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Old 2012-10-17, 12:54 AM   [Ignore Me] #8
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Re: Upcoming enhancements to the Planetside 2 metagame


Originally Posted by Fafnir View Post
I don't like spawn and capture changes. Free teleports will make Galaxies even less usefull, while they already don't have a solid purpose in the game. If capture mechanics remain as Battlefield conquest, they will remain "whack-a-mole" fests.
how about getting to areas where sundys cant?
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Old 2012-10-17, 12:59 AM   [Ignore Me] #9
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Re: Upcoming enhancements to the Planetside 2 metagame


sounds ok. not going to give any opinions untill i thry them though.

reading them is one thing but it always feels different when on the battlefield with other combatants contributing to the chaos.
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Old 2012-10-17, 01:09 AM   [Ignore Me] #10
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Re: Upcoming enhancements to the Planetside 2 metagame


Originally Posted by Timealude View Post
how about getting to areas where sundys cant?
With new spawn changes transporting you squad in the Galaxy will be pointless, because a squad leader will be able to sneak to target location in an ESF and the rest will just have to use instant action on him.
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Old 2012-10-17, 01:17 AM   [Ignore Me] #11
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Re: Upcoming enhancements to the Planetside 2 metagame


Originally Posted by Fafnir View Post
With new spawn changes transporting you squad in the Galaxy will be pointless, because a squad leader will be able to sneak to target location in an ESF and the rest will just have to use instant action on him.
You still have a huge timer on both those. I have a feeling these spawn beacon timers arent final either. Galaxies can also travel much faster then sundys so even if you can just transport a spawn point to the target doesnt mean it will get there in time to save a cap or help a tank/infantry push. I just wouldnt write galaxies completely out yet. I dont know how it is on the NC and TR side but at our warpgate we constantly have galaxies going to certain areas, sort of like air taxis.
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Old 2012-10-17, 01:23 AM   [Ignore Me] #12
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Re: Upcoming enhancements to the Planetside 2 metagame


Was expecting something exciting, keep reading it to find something that sounds great, but alas nothing.

I'm not an organized squad player and very rarely use MBTs so most of this has little bearing on me personally, beyond how it may change others' ways of playing. Maybe it will play out much better than it sounds, I guess we'll see soon.

The one part that might be good is the Intercontinental warfare, but no details are given for that.


Also why just MBTs and not other advanced vehicles for the Techplant?
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Old 2012-10-17, 02:53 AM   [Ignore Me] #13
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Re: Upcoming enhancements to the Planetside 2 metagame


Great changes. Looking forward to continent locking.
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Old 2012-10-17, 03:53 AM   [Ignore Me] #14
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Re: Upcoming enhancements to the Planetside 2 metagame


If only they had solid ideas of what they wanted before and thought of the good points of PS1 while removing the bad instead of making something almost entirely different... Now we have more and more Planetside 1 for a map not really designed for that.

Still a step in the right direction, I just think the metagame won't be solid at release. But well most quality MMO and F2P keeps getting better over time, in 1 year after release we'll have more continents, useful ressources system, etc.
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Old 2012-10-17, 06:22 AM   [Ignore Me] #15
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Re: Upcoming enhancements to the Planetside 2 metagame


Originally Posted by Rago View Post
I have mixed but mostly positive feelings with this, what i like for sure, is the Tactical point that you need a Tech Plant,...And i hope this does not Affect the Warpgates !

What i dont like is that you can spawn on every Sunderer in the Game with no Distance.
DO IT SQUADBASED ! !

IMHO
The post literaly says"Squad vehicles like Sunderers will be available to be spawned at regardless of distance"

As in only squads can spawn on them. It doesn't even say Platoon-based, which will add organizational complexity. No need to freak out in caps, it's already the way you want it.

Personally I think these are absolutely great changes and additions to the game, I'm a little surprised at the level of "meh" in this thread.

Last edited by IRSAudit; 2012-10-17 at 06:24 AM.
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