Incoming Alert Changes

Discussion in 'PlanetSide 2 Gameplay Discussion' started by HadesR, Dec 9, 2015.

  1. HadesR

    From: https://www.reddit.com/r/Planetside/comments/3w3y93/incoming_alert_changes/

    Small update aimed for tomorrow will include the following Alert changes.
    • Increased Alert victory XP to 5000 from 2500
    • Indar alert will now be twice as likely to fire off than any other alerts
    • Victory points awarded for winning an Indar alert has been increased to 4 from 3
    • Victory points awarded for winning an alert (other than Indar) has been increased to 5 from 3
    • Increased continent minimum population required to launch an alert to 40 per faction from 30 (only two empires need to meet this requirement)
    • Increased alert duration to 90 minutes from 60 minutes
    • Alerts can no longer run simultaneously on multiple continents
  2. iller

    These are all stupid and Arbitrary things to tweak in alerts.

    If what remains of their "Designers" were really intelligent, they'd just do this instead:
    • All assists during an Alert, count as a Kill credit towards your Auraxium count
    • All kills against the Faction that controls the least territory, do NOT count towards K/D & Auraxium.
    ..there, now the vast majority of players won't just ignore territory while sitting in their favorite Farms the entire time.
    • Up x 1
  3. Pelojian

    seems they really hate indar for some reason, bring back XP rewards for all participants not just the winner, an hour for alerts is enough.

    looks like they are dumbing down alerts instead of improving them. 1 alert per server at a time? lol.
    • Up x 1
  4. Juunro

    Or we could simply get rid of the victory point component completely and simply have the alert determine ownership of the continent, with VP victory only being possible on continents that aren't under alert, then cut down the number of alerts.

    Of course, the best action would be to strip VP completely, since it is directly ruining the game, but whatever.
  5. Devilllike

    ADD THE ANTSSSS
    • Up x 1
  6. AlterEgo

    Remove lattice, or implement the lattice from Conquest mode. Fights are just too funneled in the same places.
  7. Scr1nRusher



    You can thank Towers with A point inside the tower & bio-labs.
  8. AlterEgo

    Meh... I don't know. Towers with A point inside usually allow for epic CQC moments. Old crown, for example, was epic when these happened. It would result in clusterf**ks, sure, but the point is that defense was a little easier, because A point was the only point that was directly in the defenders' grasp.

    Biolabs can usually be fun, but only when the fight is dynamic, not when 90+ people are on the aircraft pads and in teleporters. Also, MAXes on the biolab buildings... a cancer I say!
    • Up x 1
  9. Savadrin

    This partially accounts for Broken Arch Farm.

    I think the bigger issue that we aren't talking about is that farming really has BECOME the objective. At it's core, this is what all FPS games are about. Every game is a repetition of some task. The trick is making the task fun forever. PvP = Kills. PvE = Loot. It's really that simple, only the methods change. Both have some sort of objective strategy to accomplish the goal. But killing is the goal.
  10. toast2250

    Yes, the problem right now is that it doesn't really matter who you attack or defend, the only thing ingame right now to throttle is experience points or some other perks. Attacking a faction with very little territory would yield very little experience, which is not very immersive.

    With base building it will probably be a lot more fun to throttle the numbers you gain and be more immersive game wise.

    The VP is quite nice actually.
  11. WeRelic

    These are the best two changes IMO. Having alerts overlap was kind of pointless in the first place, and I feel an hour was too short.

    It seems like they're trying to make continents, specifically Indar, lock and unlock faster, which is ok by me.