Cobalt population gross imbalance

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Hoothers, Mar 6, 2016.

  1. MasterOhh

    There was a short period of time when the VS world population on Cobalt constantly reached 33% - 34% prime time.
    We allmost drowned in TR and NC tears back then.
    29% is still manageable. We've seen worse.
  2. Diggsano

    Well that 4% is now somewhere else (in other faction) so it counts double what means 8%and 8%are near 10%...

    So basically the VS has 10% less Players than the others....and bothers MANY
  3. Savadrin

    I don't know what you're talking about, ammo dispenser healing clearly OP. It allowed me to troll another harasser into a ring-around-the-rosie match where they lost as we laughed because they didn't realize the healz were realz.
  4. Savadrin

    I'd say the main problem here is that you're trying to make a herd animal into a non-herd animal via personal choice. It sounds good in theory, but the zergs will remain. The best you can hope for is the outfits or real squads will shift focus.
  5. Emotitron

    Connery had an 62% TR most of the morning. The resource bonus definitely doesn't make it worth staying logged in on the under-popped faction. This is an OLD issue and it still happens. Possible fixes are:

    • Increase respawn times / decrease respawn times dramatically on a curve as regions populations are out of whack.
    • Discount / Tax vehicle purchases on a curve.
    • Put in extreme bonuses when the population difference gets beyond a stupid level, such as altering hitpoints and damage output of the various factions. People hate this idea, and they should. But I am just talking when you start to see 50/25/25 splits or worse - game breaking differentials in population.
    In short, do ANYTHING it takes to encourage populations staying within 10% of one another, OR make the modifiers balanced enough to make mismatches still fun.
    • Up x 1
  6. freeAmerish

    Problem can be fixed.
    Play Miller join DIG problem solved.
  7. Liewec123

    a few years back there was a massive imbalance of players playing TR (around the time of the WDS) but its actually evened out and usually is fairly balanced.
  8. zaspacer

    Zerg players are not as dumb as you think they are. Their play behavior is not as fixed as you think it is.

    It's simply that the Communication and Coordination Tools for non-Outfit play is terrible, Instant Action and other "Auto Logistic" features are intentionally broken and unusable, logistics for the casual player from current battles to other potential battles is a nightmare (except for Air), and casual players either (1) end up seeking out the Zerg the same way that players in other game seek out the best room/match/session/map from a list on a screen, or (2) end up in a zerg as a natural flow of winning players continuing on to the next Lattice Location and losing players being dispersed.

    Zergs form by one of 2 ways:
    1) people spawn and seek out their zerg
    2) players in a Faction win a battle, then those winners all move together (in a zerg) to the next base on the lattice

    It's not like those players Coordinated to form the zerg. They are just following the uncoordinated momentum of the game. Zergs are like rolling a Snowball.

    Yes, many non-grouped players have learned that getting in zergs is the way that the game is played in order to find decent fights. But that is only because Devs have made it so that getting in zergs for non-grouped players is the easiest and most reliable way to find (what fits their criteria for) decent fights.

    Most players DID use Instant Action early in the game to bounce around the Map. Then Instant Action was killed because Hardcore Players didn't like how it affected their game. Don't confuse a Road that doesn't yet connect to a location as that location being impossible to build a road to.
    • Up x 1
  9. Bindlestiff

    Totally this. I'm not sure why Vanu are so fascinated with Hossin on Cobalt. Is it a game wide obsession?
  10. Hoothers

    My point in the OP is that the current XP bonus is useless for the underpopulated faction.
    How can they benefit from extra XP, when they cant earn this extra XP in first place ?
    All a underpoped faction can do is sit and defend in spawnrooms mostly, getting an ocasional kill here and there, but losing on alert won xp, on objective conquered xp, and so on.
    This is DISGUSTING....
  11. Diilicious




    It really is.... this is the EXACT problem I have with this game, is people thinking thats all they can do, are you a intellectually challenged? now think, instead of people thinking "well all i can do is sit in this spawn room" if you replaced that thought the MOMENT it appeared to "Im going to the last base and pulling a vehicle" just imagine how the game would turn out then, how much better it would be.

    so many freaking head cases sitting in the spawn rooms thinking "thats all I can do" many of them even staying in there when the base flips, as if they are going to rambo the mass onslaught of players rushing towards the now THEIR spawn room. its absolutely disgusting and is one of the many mindsets that desperately need changing in this game
  12. Hoothers

    lucky for the overpoped faction, we dont have ENOUGH RESOURCES to do that
    And if we do that, we are also free certs for the 10:1 faction, being blown up instantly by the outnumbers...

    So, i understand you want to preserve your status quo , thus you come in here with sugestions that were proved time and time again that don't work, but what you say is no way near helping the lower populated faction.
    Like, at all