Alerts are completely disruptive..

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Oheck, Jun 5, 2013.

  1. Oheck

    Now...with GU10 having gone live...we have all new disruptions to ongoing combat. Now, its base specific alerts! Yay! Well not really. You are going to throw out that XP/Cert bait and drag peoples focus away from dominating a continent to fighting for TWO hours to hold 3 bases. Why?

    I mean, one alert type can be bad enough in diverting attention, though atleast the original Alert type involved trying to take territory to win it. Now, you've introduced base specific Alerts, that completely narrow the attention of players for several hours on only a few bases, that has nothing to do with furthering any sense of conquest. Shouldn't that be the goal of playing this game? Conquest?

    Would it not be better in the long term to figure out what you need to add to this game to make your players WANT to play the objectives? To make this game so engaging that XP is not the main focus but a product of actually just playing the game?

    ALERT, HOLD 3 TECH PLANTS ON INDAR......BAM..you just created 3 Crowns for 2 hours.
  2. Eclipson

    Yea, its pretty lame. This kind of dumbing down really should have been saved for the PS4 version.
  3. FigM

    Alerts are good. Without them, Esimer and Amerish would never see any real combat
  4. simmi1717

    They are trying to promote big battles that last because it's more fun for most people than being able to capture a whole continent.