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[PLANETSIDE II] - Stupid Sexy Vanu [~LAUNCH IN 1 DAY~]
Posts
Oh, yeah, that. No loss there
Would be nice if they got the same composer to do the music again - that was another thing I really liked.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
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.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
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 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.
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!
Steam Profile
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.
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?
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.
I think a more modern design will help with some of the "aesthetic" stuff though. Not too worried about that.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
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.
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.
I do hope SOE takes note of advances in FPS games since 2003 though, and incorporates some of that stuff.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
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.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
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.
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 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.
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.
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Steam (Ansatz) || GW2 officer (Ansatz.6498)
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.
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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.