My very own get the players back thread

Discussion in 'PlanetSide 2 Gameplay Discussion' started by JibbaJabba, Aug 17, 2023.

  1. BattleWarriorZ5


    Everyone can see what is wrong with the game right now. The issues are very obvious.
    • Up x 1
  2. JibbaJabba

    I do miss the game a lot. I'm one of the whales too. Not dealing with the crap anymore though. Fix my list and I'll slap down for a new membership, grab some bundles to run double heroic boosts, and tear back into it.

    Until then... nah. Had a blast for a long time in this game. Great memories. Wish it was the same game.
  3. Amador

    Half the failures in PlanetSide 2 are due to a lack of experience or comprehension on what made Planetside 1 work. This is what happens when the game is developed in a manner by poking things with a stick and failing to grasp the game's origin.

    Agreed. The "CTF" system (formerly known as the LLU or Lattice Logic Unit by actual PS1 Veterans) is currently implemented into the game via a dysfunctional system. This is not how it was in PlanetSide 1.

    In PlanetSide 1, the goal of "CTF" was to extract a "flag" from the enemy base, have it carried by someone and potentially transported via vehicle back to an adjacent friendly base to be captured. This required teamwork, vehicular escort and speedy transportation - lest the enemy intervene and succeed in delaying its capture to resecure the base.

    In PlanetSide 2? Imagine a CTF base that takes over 3-6 minutes to capture, but the defenders can just reset the entirety of progress in less than 30 seconds.

    Absolutely dismal gameplay mechanic design. I'm appalled it even reached live servers.

    Dispute. In Planetside 1, there was no such thing as Infiltrator-Snipers to begin with. This was an erroneous decision made by Sony which only snowballed and perpetuated by Daybreak. Lead by development that never addressed the disparity when it was pertinent to do so.

    The correct solution was to ensure that Snipers were their own separate class from the beginning. Oh by the way, Snipers weren't Infiltrators back in PlanetSide 1. Surprise!

    Infiltrators must be returned to their original scope and purpose, to be close-combat assassins with access to melee builds, pistols and micro SMG's. Perhaps even specialized "heavy pistols" that are reserved for their use only. Or to potentially leverage the ASP perk where an Infiltrator may dual-wield two different types of pistols as a primary and secondary - not simultaneously.

    Simply put, a typical Infiltrator should have followed the "Stalker" template since day one. Sniper's should've been a separate class that utilized Hardlight Barriers for cover for example.

    The complexity and difficulty to master the Infiltrator class should be the defining and limiting factor.

    Agreed. As I've advocated before, the Dev's could make some kind of plausible "temporal anomaly" thing where Esamir is phased into the past. That is... before it was damaged with the dreaded Containment Facilities.

    People still get lost in Containment Facilities to this day. They'll never remove those "guiding arrows" from the floor - probably indicative of poor base design. Imagine that.

    Disagree. Planetside 1 had Orbital Strikes and it was one of the most incredible spectacles to see. From a new player to an experienced player, for it truly got the blood pumping with excitement from the chaos and opportunity it could possibly sow to turn the tide of battle. This instrument was vital to assist in breaking up stalemates.

    The worst mistake in Planetside 2 was that Orbital Strikes were included as part of Construction, which should've never happened as they had become overly abundant. Matter of fact, the Flail and Glaive Artillery should've been the only type of fire support Construction should have been given.

    Orbital Strikes should be reserved to Outfits with 20 or more players. Only 1 can be crafted at a time. It should also require a modestly reasonable amount of resources to craft. And should have a 6-12 hour cooldown before it can be used again.

    Additionally, the damage of Orbital Strikes should be doubled, but should no longer penetrate the ground or affect those with overhead cover. They should be seldom used, but terrifying when put to use.

    Agreed. This is one of the more... "tacky" subjects about PS2. This dilemma essentially exists because there are misguided players among the PS2 community whom have an erroneous mentality that PlanetSide is supposed to be "Infantry Only" by advocating the nerfing of vehicular gameplay into obscurity.

    ... Keep in mind that these are the same people who fail to grasp the origins of PlanetSide to begin with, as it was always about Combined Arms. Through infantry and vehicular gameplay - akin to actual war.

    However, there is an exception and solution to this dilemma that's long-since been overlooked...

    In PlanetSide 1, we used to have a place called the "Battle Islands". These were called Extinction, Ascension, Desolace and Nexus. These may be familiar to you as they were once locations for "Outfit Wars" in PS2. Anyways... In PlanetSide 1, these were intended to mostly be "Infantry Only" continents.

    ... Perhaps the Dev's should realize that the "Battle Islands" should've been implemented in game a long time ago, in lieu of Koltyr to appease the "Infantry Only" mains in this game. I'm not against accommodating those players in this regard.

    Give the "Infantry Only" players the "Battle Islands" and ensure these continents are small. Suitably made for 3 full platoons at most - which is a total of 12 squads, meaning 4 squads from each faction.

    Agreed. Better yet... Abandon the "end-game" Level 100 ASP system and integrate it into the standard leveling process.

    Such as, upon reaching BR 25, 50, 75 and 100, all players are instantly granted ASP points so they can "spec talents" into their playstyle of choice.

    ... Rather than expecting players to grind all the way to 100 before they can actually begin to have fun.

    As an Engineer main, I'll tell you that playing most of the game only having access to Carbines was a terrible experience. Thankfully I now have the ability to use Assault Rifles and LMG's as I want. If I wasn't a fan to PlanetSide already, then I would've left it to play a different game years ago.

    Agreed. The silence from Daybreak on this matter has to be one of the most disgusting of all. They refuse to merge servers. They refuse to offer character transfers.

    All the while, essentially forcing their remaining established player base on dead servers to make the inevitable decision that they must "start all over again" on a fresh BR1 character on another server. I've personally encountered several players whom are still "on the fence" about making the sacrifice.

    This is the kind of player-friendly policy I'd find at the bottom of a garbage can. Utterly disgraceful, if not borderline malicious. The audacity that this is still a dilemma makes me livid.

    Moving on before I lose my decorum.

    Abstain.
    • Up x 3
  4. Mechwolf


    They're only "dead" because the game hasn't been updated in a year and a half, there's nothing for vets to even bother achieving anymore, most of us have about 1/4 of the available depot on average, no means of gifting skins, so we can't buy stuff for outfit members without spending double what we'd want to, phase 1 Oshur has holes in the ground because the smoothing tool wasn't used in all places, has abysmal spawns, and has no reason to have underwater combat at all.

    The old timers are starting to up and leave SIMPLY BECAUSE there's no updates, they absolutely love the game and the community, but the devs are starving out the playerbase (probably on purpose until they stop getting pelted with "please help us" comments and threads on various platforms, then they'll shut them down).
  5. JibbaJabba

    For sure. I hate the cloak but it shouldn't be broken.

    I know you guys here me ***** about the cloak all the time. that unfair **** is a definite contributor to why I got tired of playing this game.

    that said, my true gripe with it is the decloak on fire time. It exacerbates the unsolvable clientside mechanics and results in something unfair. That's it. Fix that one aspect of it and I don't care what you do with it. Buff the crap out of it. Stalker seems fine but the other cloaks are a bit too visible in general and I think it drain way too fast.

    And I wouldn't mind a better implant or utility for you guys. Make a buff that makes your cloak/decloak take twice as long but be silient. oooooh. If you use the cloak to get behind me, that's skill, not clientside crutching. you deserve the kill and it won't feel unfair to me.

    But as is... bah. I'm not coming back to deal with that crap anymore. Any other game the "decloak and kill before the network tells them" is called a hack.