[Guide] Let Players Compete? Sure. Why. Not.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Devaldus, May 14, 2017.

  1. Devaldus

    A lot of crying & solid points being made by decent players recently about how the game is all about racking kills and e-wh*ring your K/D ratio and how people do that (and that only) exclusively to be considered top players.

    Oh, the pleasures of camping weaklings!
    - "Bu-.. but, big D, how are we supposed to make the game more better-er?!" they ask me often.
    Well, here's how we should go about this... and hear me out here, alright?
    I may be a gardener, but picking flowers for your wife isn't exactly my specialty eheheh

    Anyway, bad humor aside, let's make the game better:
    _(and I can not believe they haven't introduced these simple changes over the span of TWO years)
    • Buff HA's shield by 25% and completely remove it from the head, so skilled/accurate shooters are rewarded for hitting headshots, while weak accuracy gets punished more.
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    • Bring back vehicle timers (what were you thinking?), increase vehicle cooldowns by 50% while still keeping the resource system as it is, add minor buffs to vehicle survivability. Vehicles need to have a much heavier feeling & also regarded as more important/valuable than just spammable you can suicide into a fight.
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    • Introduce 125% (150% for Sunderers) increased respawn timers on over-popped zones, buff the reduced XP gain even further, going below 100%.
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    • Implement meaningful, class-play oriented directives. (Example: Medic - Guardian - Revive 5 unique players without dying x25 times)
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    • Introduce continent-themed "arenas" for 6vs6 squad showdowns, a competitive ladder and only allow players to play 10 rounds per day with only unique titles/decals as rewards. Very easy to make, can be done 100% by recycling current content.
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    • Remove the "Bio-Lab killer" Regeneration implant. Seriously, do you guys want people to stop playing medics completely? Oh, and remove that goofy stealth-2-seconds-after-kill Implant too. It's not released yet and you already know it's broken.
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    • Introduce more faction-unique weapons/vehicles (NOT Nsx), give factions more character/force lore. Players love feeling unique, provide with more ways to customize their character.
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    • Make helmet ON/OFF a free option and charge 5000 certs for 3 random helmets every week. Implement option to buy certs with donation coins.
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    • Introduce Reflected Damage anti-griefing for infantry & small arms fire only. Reflecting damage done unto allies to the player 100%. Players kill allies to take important objectives & kills from them very frequently to grind faster. Wake up.
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    • Double EXP gain from capturing bases & important objectives / Reduce EXP gained from kills by 40% / Increase EXP gain from killing Ext. Menace & players on kill-streaks by 50%. Give players a reason to headhunt, aim for bases and instead of thoughtlessly grinding kills to play for objectives.
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    • Increase global experience gain bonus by 2% for each small zone controlled and by 5% for every large zone controlled by player's faction. Incentive for players to help their faction advance. Give meaning back to bases & control.
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    • Introduce better continent control bonuses that have meaning. (example: Hossin - VS controlled - 10% cert discount on all SMG & Sniper weapons different rewards in cycle every time
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    • And for the love of Higby - remove or change that god-ugly default TR helmet already. Seriously.
    Now I'm not saying the developers are bad people. Brazilians are very, very nice & friendly people (especially the women)

    I am full of it, we know, but as the great Bruce Lee once said: "Camping n00bz is like lighting your eyebrows on fire, you end up looking like one."
    _ Anyway, feel free to post recommendations of your own.
    _tanks m8.
  2. LordKrelas

    The moment you can literally Buy Certs, is the moment it is pay-to-win really.
    As presently, things that aren't side-grades, such as improved abilities cost certs & only certs can be used.
    If someone can buy certs, they can easily by money alone gain the one thing only playing the game provides;
    Now no cert cost is meaningful, as they can simply buy certs without effort.

    As well, why put in 6v6 arenas into this game exactly?
    You'd have so many people, literally only playing that game inside this one.
    What is their motive to not play a Ladder game rather than PS2? Let alone PS2's actual content...

    Buffing the Heavy shield, to literally make it head-shot or die is insane.
    If they aim better, or at least can unload head-shots faster they will just terminate anyone- Heavy or not.
    Weapons like shotguns will also be incredibly screwed, due to them having RNG spread.
    Not to mention, it'll likely make it incredibly effective against players in vehicles, for surviving.

    Not to mention, damage reflection while likely warranted is... likely enough to not have allies watch their own positions, and allow intentional team-killing by blocking shots on purpose.
    IE you literally let someone walk in-front of a doorway, killing every single ally rather than a hand full.
    This is only achieved due to damage reflection.

    I do like the faction-specific bit for new weapons, etc.
  3. Demigan

    The HA is fine. What isn't fine is the amount of roles in the game. The HA is almost universally useful at everything, that's what makes him so powerful.

    Let's say that instead of capturing static points, you need to be moving around with it. Let's just keep it at a CTF type mode. Suddenly that HA isn't so good. That HA has to be slugging through the masses, while the Infiltrator and LA are suddenly a lot more useful at competing in the game.
    This would especially work if you changed the primary displayed stat (KD) and replaced it with score per life, while simultaneously adding stats like how many times you accomplished/helped accomplish something like capturing points, destroying deployed Sunderers, helping defend the flag carrier etc.



    I would rather turn it around. If you add in vehicle timers you'll punish the defenders over and over again. Every time you lose the vehicle battle, the attackers will have the advantage over you with vehicles until your vehicle timer expires again. But since all the defenders didn't have their vehicles destroyed at the same time it's incredibly hard to gather a large enough vehicle force to outmatch the attackers. Since the defenders already lost once, it's unlikely they will win the second time even if the odds were even because they could buy a new vehicle right away.

    So rather than make vehicles have a cooldown and once again give Zergs all the power they need to steamroll everything (you really don't remember the old days with the cooldown where vehicle columns steamrolled base after base? I mean really?), I would make vehicles even cheaper. Make vehicles and infantry use resources for limited-use items like grenades, C4, new utility AV options, quick-repair (after all we have medkits, why not the vehicle equivalent?) etc.
    That way you play into PS2's biggest attraction: Unmitigated full-scale warfare. Infantry could play infantry all day, vehicles pilots could play vehicles all day, aircraft pilots could play aircraft all day. No limitations to how much you can bring. It would also mean that vehicles can't be overpowering infantry anymore, and it would cement niche roles for each.
    Punishment is always the bad way to balance things. You should aways use the carrot rather than the stick, especially in games. Even in real life giving out rewards is the better form of encouragement to make people do things. So stop coming up with ways to punish players.
    Just imagine how unfair it will feel for a player: He joins an even fight, but then their opponents eventually leave the fight. Either to defend the next base or because they don't like the fight they are in. And suddenly the player is punished for overpopping he never intended? Most players never intend to overpop their enemies.

    What you need to do is add things like free semi-accurate droppod usage for the outpopped players so they have a better way to counter the overpop or any other mobility increase, as well as new methods to use force-multipliers. For example by using the new system where you can spawn in a Flash anywhere in the world by using a waypoint. But instead of a Flash you could allow more vehicles to be spawned this way depending on how far you've been overpopped.

    I don't see why not.

    Absolutely not. We can't afford to draw away players from the main game. Besides, 6vs6 is a pathetic setup for PS2's standards. And I think it would be incredibly uninteresting to watch and only a small group of players would play it.


    Healing was never the primary role of Medics, and from my Medic experience very few players actually use the implant despite it being a common one.

    I would rather have them focus on new gameplay rather than new weapons. Add new capture modes for crying out loud! We've got half a dozen different variants of king-of-the-hill but no CTF, assault, attrition/deathmatch, escort etc?

    As for NS weapons. For every set of ES weapons they can create 3 NS weapons. I can understand why they prefer to make NS weapons.
    Although it definitely wouldn't hurt if they did it right. For example, add ES weapons for the Lightning based on already existing weapons to make them more unique. This way they could make NS weapons have more unique properties. Add ES ammo types that players can select for all NS weapon varients so even the NS weapons suddenly have a unique flavor based on faction.

    That kind of defeats the purpose of getting players to buy cosmetics with money. I like the way they do it now: You want to express yourself? Buy it! This is way better than allowing players to buy unique or timewall weapons.

    Players would deliberately jump in front of you to kill you, wake up.
    Also if a random player accidentally jumps in front of me they should be punished. So I prefer the status-quo: You are discouraged to TK through the potential of a lock and the potential of killing your allies, in the meantime your allies are discouraged to do dump things and jump in front of you to killsteal or get a vision of something you are already killing.
    The way to do this is to shift the focus from KD to other stats. To do this you have to make sure people's epeen increases when doing the things you need to do in the game besides killing. You don't do it by, once again, punishing players with reduced gain.
    Give more reasons to switch factions when another one is winning. Good idea! <sarcasm sign>

    Fights have never been about the continent control bonuses. In the passed for example Hossin has had a MAX cost decrease and a double-XP if you controlled it. This caused lots of players to play there... With the sole purpose of getting away ASAP because they didn't want to play there! They were just there for the bonus.
    And that's a very human thing, to do something even though you don't like it because it feels so efficient if you finish the reward. Unfortunately only 1/3rd of the players who went to Hossin are actually rewarded, screwing over their gameplay even more.

    PS2 is about endless large-scale fights. Let players do endless large-scale fights. Create a metagame where capturing the continent doesn't end with a dissapointing "boink, now its yours because you reached an arbitrary set of points and all the fights you've been having are gone. Have fun redeploying to another continent!". Give players the satisfaction of "well, I won/lost, but that last fight that made me win/lose was satisfying and the win/loss didn't come out of the blue in the middle of a battle".
    • Up x 1
  4. Eternaloptimist

    I think the argument is based on a false premise: there are already much bigger cert gains to be made by destroying vehicles (individual reward) and support functions like repair, resupply, heals and rezzing (consistent reward) than by killing planetmans.

    The thing is, shooting people is fun. That's why we do it and that's really all we need to know isn't it?
    • Up x 2
  5. Devaldus

    Fair enough, gentlemen. Fair enough!

    I was expecting the topic to bend memes a little bit more though :(
    Nobody got angry or offended, must be losing my touch.
  6. DeadlyOmen

    Reflective damage and arenas negate the whole kit.
  7. FateJH

    I've been hovering over this thread since the first post; but, I still don't understand what the title means in the context of what we're talking about.
  8. LordKrelas

    I think it relates to the Arena bit?
    So it was a 6v6 slug-match style arena.
  9. LaughingDead

  10. Devaldus

    I'm all-in for 6v6 arena with only 10 competitive matches allowed per 24 hours.
    Can't believe veterans of the game aren't getting riled up about this.
    I Imagine 6v6 being craploads of fun in a Quake 3 Arena-esque setting with more emphasis on teamplay.

    Not to mention the grind people go through will be leading up to -something- for endgame at least. lol
  11. LordKrelas

    You mean the veterans whom fight in 100v100 with no set-numbers, no set terrain, no set combinations at all in an open-world war game, not getting riled up about 6v6 arena matches?

    Like totally different game.
    How could they possibly be excited about it?