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[PLANETSIDE II] - Stupid Sexy Vanu [~LAUNCH IN 1 DAY~]

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Posts

  • AyulinAyulin Registered User regular
    edited February 2011
    Enig wrote: »
    Ayulin wrote: »
    Wow, that looks really nice.

    So hyped for this. Glad that they decided to keep the old factions/units around, instead of completely replacing them with new stuff... that's just nostalgia speaking, though.

    Well they aren't keeping everything.

    BFRs are gone 8-)

    Oh, yeah, that. No loss there :P

    Would be nice if they got the same composer to do the music again - that was another thing I really liked.

    Ayulin on
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  • YoshuaYoshua Registered User regular
    edited February 2011
    BFR's were always out of place and were a balancing nightmare they never got right.

    Yoshua on
  • DraevenDraeven Registered User regular
    edited February 2011
    I Liked the idea of BFR's but in practice and actual application left alot to be desired. Though I do have a ton of great memories of tower fights that would last forever. I really hope this game is at least on par with what they learned from Pside.

    Draeven on
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  • EnigEnig a.k.a. Ansatz Registered User regular
    edited February 2011
    Man if their release schedule is what they suggest we could be playing this in 2 months.

    Enig on
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  • TheKoolEagleTheKoolEagle Registered User regular
    edited February 2011
    oh thank god bfrs are no more, my favorite tactic against them was to ram my magrider right into their crotch and unload our shots into them, no shield to get in the way that way :)

    TheKoolEagle on
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  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    BFR? I quit playing a month or two after release. The game just started to feel...boring, combat was boring to me since you didn't really get better just leveled up, no real skill to it. Also battles felt so pointless, you couldn't stop an attack, you just had to wait it out. Basically whichever side had less of a life outside the game won the battle. Did they ever address these problems?

    Fizban140 on
  • ScosglenScosglen Registered User regular
    edited February 2011
    I wonder if it will be Free to Play. Honestly I'll be surprised if it is a traditional retail/sub model.

    Scosglen on
  • EnigEnig a.k.a. Ansatz Registered User regular
    edited February 2011
    Fizban140 wrote: »
    BFR? I quit playing a month or two after release. The game just started to feel...boring, combat was boring to me since you didn't really get better just leveled up, no real skill to it. Also battles felt so pointless, you couldn't stop an attack, you just had to wait it out. Basically whichever side had less of a life outside the game won the battle. Did they ever address these problems?
    No real skill to it? The whole point of certs was that the game was an FPS. It was nothing but skill. Levelling up just let you be more flexible.

    If you were in an outfit in PlanetSide, you could easily organize a coordinated push to take a base or defend/flank a besieged one. While the pop was still high, the tide of battle could definitely be turned with some smart tactics or outfit-based teamwork.

    Enig on
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  • OptyOpty Registered User regular
    edited February 2011
    The issue though was the pop was only high for the first month or so after launch. After that and the pop was so low the game was just you driving/flying around looking for a fight and taking bases by yourself uncontested.

    If they want to make it a subscription MMO then I hope they do a one-server type deal like EVE so the population will always be as high as possible. If they're willing to make it free to play then I'd expect something where each island has a player cap and new islands are generated (randomly?) whenever there's enough players to create a new one.

    Opty on
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    Enig wrote: »
    Fizban140 wrote: »
    BFR? I quit playing a month or two after release. The game just started to feel...boring, combat was boring to me since you didn't really get better just leveled up, no real skill to it. Also battles felt so pointless, you couldn't stop an attack, you just had to wait it out. Basically whichever side had less of a life outside the game won the battle. Did they ever address these problems?
    No real skill to it? The whole point of certs was that the game was an FPS. It was nothing but skill. Levelling up just let you be more flexible.

    If you were in an outfit in PlanetSide, you could easily organize a coordinated push to take a base or defend/flank a besieged one. While the pop was still high, the tide of battle could definitely be turned with some smart tactics or outfit-based teamwork.

    I found the problem with the aiming was that it was way too easy, the targets moved slow and the bloom instantly turned to the size of an enemy at medium-long range. The only weapon not like that was the sniper rifle and that was really hard to miss with anyways.

    Fizban140 on
  • Evil WeevilEvil Weevil Registered User regular
    edited February 2011
    A cynical part of me thinks that this game will never jump out and attract the hundreds of thousands of players to go and give this a go, despite all the awesome memories.

    I hope this is just as popular as the original. You can't go three steps on looking at a FPS MMO and there being people who always say, "They should make this just like Planetside."

    Game devs have tried to emulate PS but have been either meh, or whatever. This game better get good marketing, damnit!

    Evil Weevil on
  • YoshuaYoshua Registered User regular
    edited February 2011
    Opty wrote: »
    The issue though was the pop was only high for the first month or so after launch. After that and the pop was so low the game was just you driving/flying around looking for a fight and taking bases by yourself uncontested.

    If they want to make it a subscription MMO then I hope they do a one-server type deal like EVE so the population will always be as high as possible. If they're willing to make it free to play then I'd expect something where each island has a player cap and new islands are generated (randomly?) whenever there's enough players to create a new one.

    I didn't play at launch. But when I did play it was pretty easy to look at the map and see where fights were taking place and take a shuttle there. There was also a sort of quick play option that would take you straight into a hostile area.

    Yoshua on
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    I am having an extremely hard time finding a decent video showing off the shooting in Planetside, but here is something.
    http://www.youtube.com/watch?v=injdEnVAHtg

    1:30 is where some gameplay starts, the bloom is just too big I think, weapons should have a different recoil, smaller bloom for sure and possibly more damage?

    Fizban140 on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited February 2011
    only think i really want to see changed for shooting is that cheapass nc missile launcher, the secondary fire is beyond retarded to deal with

    TheKoolEagle on
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  • NeliNeli Registered User regular
    edited February 2011
    The shooting was terrible in Planetside. I hope everything is changed

    Neli on
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  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    Neli wrote: »
    The shooting was terrible in Planetside. I hope everything is changed

    Pretty much, it was like shooting robots with a squirt gun, without the expected short circuiting.

    Fizban140 on
  • GarthorGarthor Registered User regular
    edited February 2011
    Fizban140 wrote: »
    Neli wrote: »
    The shooting was terrible in Planetside. I hope everything is changed

    Pretty much, it was like shooting robots with a squirt gun, without the expected short circuiting.

    The funny thing about stuff like this that a lot of people don't seem to realize: it doesn't actually really matter how much health people have, or how much damage you do, or how long it takes to kill people, or blah blah blah. The entire feeling of "my weapons are weak and useless" comes solely from feedback. If people aren't grunting and spewing fountains of blood and flinching as you shoot them, it will never feel like you are doing much damage. And so, in Planetside, where the extent of damage feedback was a small orange circle, your weapons never felt powerful.

    Garthor on
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    Garthor wrote: »
    Fizban140 wrote: »
    Neli wrote: »
    The shooting was terrible in Planetside. I hope everything is changed

    Pretty much, it was like shooting robots with a squirt gun, without the expected short circuiting.

    The funny thing about stuff like this that a lot of people don't seem to realize: it doesn't actually really matter how much health people have, or how much damage you do, or how long it takes to kill people, or blah blah blah. The entire feeling of "my weapons are weak and useless" comes solely from feedback. If people aren't grunting and spewing fountains of blood and flinching as you shoot them, it will never feel like you are doing much damage. And so, in Planetside, where the extent of damage feedback was a small orange circle, your weapons never felt powerful.

    Well that and it did take quite a while to kill most of them, also most the weapons were kind of weak, even without a visual effect for the hit, there was nothing besides a weak sound when you fired.

    Fizban140 on
  • EnigEnig a.k.a. Ansatz Registered User regular
    edited February 2011
    It is good that it takes longer to kill enemies.. at least in an MMOFPS scenario. If people dropped too fast it would be difficult to form a defensive line, for instance.

    I think a more modern design will help with some of the "aesthetic" stuff though. Not too worried about that.

    Enig on
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  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    I mean it is so hard to balance an MMOFPS, either the guns are weak to the point where you don't feel important or everyone dies fast. I prefer everyone dies fast to be honest, since I found WW2 online to be more fun.

    Fizban140 on
  • GarthorGarthor Registered User regular
    edited February 2011
    I feel that an MMOFPS would benefit greatly from having a number of bots that exists for the sole purpose of getting brutally murdered by the players. Something that lets players feel more powerful than they actually are, you know? Just have them attached to squad leaders or for base defense only or something.

    Garthor on
  • OptyOpty Registered User regular
    edited February 2011
    Garthor wrote: »
    I feel that an MMOFPS would benefit greatly from having a number of bots that exists for the sole purpose of getting brutally murdered by the players. Something that lets players feel more powerful than they actually are, you know? Just have them attached to squad leaders or for base defense only or something.

    Oh man, mixing in some Monday Night Combat with Planetside would be awesome.

    Opty on
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    League of Planetside.

    Fizban140 on
  • GarthorGarthor Registered User regular
    edited February 2011
    Opty wrote: »
    Garthor wrote: »
    I feel that an MMOFPS would benefit greatly from having a number of bots that exists for the sole purpose of getting brutally murdered by the players. Something that lets players feel more powerful than they actually are, you know? Just have them attached to squad leaders or for base defense only or something.

    Oh man, mixing in some Monday Night Combat with Planetside would be awesome.

    Kind of, yes. Though, the bots wouldn't be mandatory to winning the game / taking a base / whatever. That'd be obnoxious.

    MMO ESCORT MISSIONS.

    Garthor on
  • OptyOpty Registered User regular
    edited February 2011
    Yeah, I was just imagining it as a form of base defense, not a major point of the game. It'd be cool to crank out killbots to help defend a base.

    Opty on
  • Fizban140Fizban140 Registered User, __BANNED USERS regular
    edited February 2011
    There could be convoys that you have to protect, that could be fun. Add whatever incentive you want, stronger defenses if they arrive or whatever.

    Fizban140 on
  • DisrupterDisrupter Registered User regular
    edited February 2011
    I tried planet side. I never knew when I was hitting enemies with my gun or not.

    They need to take a page from halo and have the enemy show some sign of getting shot. Either a shield absorbing the shot or blood itself.

    Or take a page from COD and have a completely different sound that occurs when YOU shoot someone. Heck, they should take a LOT from CoD. Basically, the user needs to get a ton more feedback about their play. Otherwise its way too easy to feel like you arent doing shit.

    Disrupter on
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  • GlalGlal AiredaleRegistered User regular
    edited February 2011
    As long as it's not the Quake 3 cartoony ping noise.

    Glal on
  • EnigEnig a.k.a. Ansatz Registered User regular
    edited February 2011
    I never had trouble telling whether I was hitting enemies. There is a nice yellow-orange circle on your crosshair when you land a hit.

    I do hope SOE takes note of advances in FPS games since 2003 though, and incorporates some of that stuff.

    Enig on
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  • ZzuluZzulu Registered User regular
    edited February 2011
    I wouldn't mind some NPC's in this game. Planetside was completely devoid of NPC's. It was all about the player, which was okay until there were not that many players around and the world suddenly felt like an empty playground.

    Bots, wildlife, an NPC faction, roaming monstrosities (those ancient alien guys?) etc would fit well in a Planetside game I think, and spice up the variety as well. Hell, even just being able to hire a few NPC's to join your squad would be nice.

    Zzulu on
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  • EnigEnig a.k.a. Ansatz Registered User regular
    edited February 2011
    Monstrous aliens to add some wildcards would be cool. It would be nice to see some flavor NPCs in bases too perhaps. However I don't really like the idea of bots in combat, especially not bots under a player's control.

    Enig on
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  • MorkathMorkath Registered User, __BANNED USERS regular
    edited February 2011
    Enig wrote: »
    Monstrous aliens to add some wildcards would be cool. It would be nice to see some flavor NPCs in bases too perhaps. However I don't really like the idea of bots in combat, especially not bots under a player's control.

    The MNC ones would fit well for this, they aren't a threat unless you are nearly dead, or afk, but make the fight feel more alive as there aren't long stretches of doing nothing waiting to get back to the fight/waiting for them to get back to the fight.

    Morkath on
  • citizen059citizen059 hello my name is citizen I'm from the InternetRegistered User regular
    edited February 2011
    If there WERE bots, I think they'd be best implemented as "guards" at bases. Make them subject to the same respawn rules as players, and maybe have the number of them be based on a percentage of actual players there. So when there are only a few players at a base and a conflict starts, it's mostly NPC guards.

    As players begin to filter in to reflect the escalation of the battle, maybe the overall number of guards would increase (to reflect the urgency of the situation) but the percentage of bots versus players would decrease, so that the majority of the defending force is player-based.

    Bots or not, I'm extremely interested in this title. Not a "day one" purchase based on past issues, but I enjoyed the original enough that I'm going to be taking a hard look at this.

    citizen059 on
  • DraygoDraygo Registered User regular
    edited February 2011
    Well the most fun to be had in planetside is day 1, when it starts to decline in population it becomes significantly less fun.

    I see it as a day 1 purchase or bust. Unless it manages to actually build an increasing playerbase which SoE hasn't done since everquest.

    Draygo on
  • OptyOpty Registered User regular
    edited February 2011
    citizen059 wrote: »
    If there WERE bots, I think they'd be best implemented as "guards" at bases. Make them subject to the same respawn rules as players, and maybe have the number of them be based on a percentage of actual players there. So when there are only a few players at a base and a conflict starts, it's mostly NPC guards.

    As players begin to filter in to reflect the escalation of the battle, maybe the overall number of guards would increase (to reflect the urgency of the situation) but the percentage of bots versus players would decrease, so that the majority of the defending force is player-based.

    Bots or not, I'm extremely interested in this title. Not a "day one" purchase based on past issues, but I enjoyed the original enough that I'm going to be taking a hard look at this.
    I think giving the bots a spawn cap and a spawn rate is all you'd need to get this to work. An unattacked base will spawn guards up to the cap and then sit there with a base full of bot guards. Then when the base is attacked, the bots die but slower than the respawn rate so they hover somewhere between max and 0. Then as the attacking force gets larger the bots die faster than the repsawn rate and you end up with no bots.

    Opty on
  • TheKoolEagleTheKoolEagle Registered User regular
    edited February 2011
    if there are a whole bunch of bots in bases how do you backhack the other factions while there is a war being waged on the other side of the island?! (planet, whatever the fuck planetside did throughout its evolution)

    TheKoolEagle on
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  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    edited February 2011
    if there are a whole bunch of bots in bases how do you backhack the other factions while there is a war being waged on the other side of the island?! (planet, whatever the fuck planetside did throughout its evolution)

    You don't. Because Backhacking is lame.

    Bots could work, There were a lot of NPC's in Tabula Rasa and that worked out ok (Yes the game failed but the concept was solid)

    Indigenous species, mercenaries, what have you. As long as they are tough and in enough numbers as to actually pose a threat I think they could work great as a wildcard of sorts. You take an enemy base, but unfortunately the local population decided to coordinate an attack as well, Now the guys you just took the base from are coming back to take it back. War on two fronts etc etc.

    Delphinidaes on
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  • EnigEnig a.k.a. Ansatz Registered User regular
    edited February 2011
    I don't recall backhacking being very prevalent when the server pop was high in the early days.

    Enig on
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  • DelphinidaesDelphinidaes FFXIV: Delphi Kisaragi Registered User regular
    edited February 2011
    Enig wrote: »
    I don't recall backhacking being very prevalent when the server pop was high in the early days.

    The Lattice system early on made it next to impossible to Back Hack, in the beta however it was rampant. There was no point in taking and holding a location because each point was irrelevant.

    The introduction of the lattice system helped give structure to the game and gave you actual battle fronts.

    Delphinidaes on
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  • JacksWastedLifeJacksWastedLife Registered User regular
    edited February 2011
    if there are a whole bunch of bots in bases how do you backhack the other factions while there is a war being waged on the other side of the island?! (planet, whatever the fuck planetside did throughout its evolution)

    You don't. Because Backhacking is lame.

    Bots could work, There were a lot of NPC's in Tabula Rasa and that worked out ok (Yes the game failed but the concept was solid)

    Indigenous species, mercenaries, what have you. As long as they are tough and in enough numbers as to actually pose a threat I think they could work great as a wildcard of sorts. You take an enemy base, but unfortunately the local population decided to coordinate an attack as well, Now the guys you just took the base from are coming back to take it back. War on two fronts etc etc.

    Backhacking was lame. But bot defenders would make gen dropping a thing of the past. Some of the best times I had were taking a single squad to the enemies tech plant and dropping the generator so they would lose access to their MBT, reavers, and BFRs at the main front. Seeing a red blip on the radar because someone moved too fast in the halls above and it triggered my audio amp. Frantically scavenging enemy corpses for ammo and supplies so we could survive the next wave of defenders attempting to retake their critical resource point.

    JacksWastedLife on
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