I was talking to my friends about PS1......

Discussion in 'PlanetSide 2 Gameplay Discussion' started by toxs, Sep 19, 2013.

  1. Rhapsody

    No.. FPS's can have 'classes'. But were not talking about 'normal' FPS's here, were talking about Planetside, And 'Planetside' had a inventory system, not a 'fixed' class system.

    and a bit Ironic, how out of the entire list i put up.. those were the only 3 things you attempted to counter.
  2. RaZz0R


    Thank you coz you posted everything I would have.
    The lack of this depth in PS2 is probly its major down fall - even for the bf3\cod kiddies because it would have given them something to actually "learn". I still love it - but it could be oh so much more.
  3. DeadliestMoon

    Not an attempt because I did and I didn't feel like going through the entire list. That is in no way ironic and here:
  4. Rhapsody

    And yet.. you say its not like CoD/BF... but when someone posts up all the ways it is exactly like it, not only exactly like it, but deliberatly like it.. you pick 3 things out of the list to try to counter-point.. and ignore all the rest... *shrugs*
  5. DeadliestMoon

    Again, I didn't "ignore" the rest, I just didn't feel like answering all of them. But speaking of ignoring things, I see you haven't said anything about the video. *sigh*
  6. Rhapsody

    actcually didnt look at the vid. Figured it was just one of those 'troll' ones. Didnt actualy look at the title of it till now :)
  7. Skizbank

    All things considered, I sincerely believe PS2 would be in a much better place and better positioned to be successful long-term if SOE would have started with a heavier PS1 influence. I understand the mentality and need to get a slice of the COD/BF market, but I also feel SOE would have done better by offering something unique (ps1 aspects) rather than playing the "me too" card. I'm pretty bummed about it all around. I enjoy ps2 alot and it is a nice change from the arena shooters, and does offer some differences from those games. Ultimately, I'm afraid SOE, so far, has really dropped the ball. They had their chance finally (marketing, hype, exposure, $$$, time) to really deliver something different. The product we have now just isn't that.
    • Up x 2
  8. DeadliestMoon

    I see...
  9. Goretzu

    Yeah in the "non-FPS! veins engineering was so much more useful too.

    Someone could be massively useful to their faction without necessarily having to directly kill anyone, in PS2 that option is basically limited to just being a repair-bot.
  10. Redshift

    Really? when was the last time you saw a game with depth like Deus Ex?
  11. DeadliestMoon

    I've never played that game. But have you heard of The Last of Us, Skyrim, Fallout 3, the Mass Effect Trilogy, Kingdom Hearts, etc. Those all have depth to them.
  12. Rhapsody

    Actually watching that video... The part that actually describes PS2 to the 'letter'. Is the bit about how Bioshock Infinite's combat was 'dull' and just out of place. That it was something that 'worked' thrown into the game and 'forced' into the gameplay.

    Thats pretty much everything taken from CoD/BF.. and thrown into Planetside. Everything in that list i wrote. They took the stuff that 'works' in "Arena FPS" games, and tried to 'force' it into Planetside. And now their wondering why they are catching so much backlash from PS1 vets.

    PS2 isnt 'planetside' 2, its a MMO version of CoD/BF. Just with Planetside imagery.
  13. DeadliestMoon

    I guess those who want to hate the game will not be swayed. Anywho, just because it was in PS1 doesn't mean it should be in PS2.
  14. Redshift

    Obviously i was talking about FPS games, depth is kinda the point of RPG's
  15. uhlan

    This is it in a nutshell...

    Rhapsody has it here.

    The only thing I will add is that PS2 appears to be a bridge to console gamers and a half-***** attempt at hoping the PC gamers cross-over once they see PS2 on the Playstation.

    I'm afraid I think the folks at SOE believe that PC gaming is dead. You see it written in blogs and gaming magazines everywhere lamenting the loss of the PC. Intel stock down, PC purchases declining over the years...

    SOE has bought into this and is hedging their bets now.

    The playstation version is the real goal and PS2 for the gaming rig is pushing into the realm of the boutique gaming experience.
  16. Makora

    As rosy as PS1 may sound, I doubt I could play it for longer periods. Whenever I watch gameplay videos something just... pushes me away. The game feels sluggish, maybe a combination of long TTKs and the relative "staleness" of the combat makes the game feel... like snot on your screen.
    And the UI looks like crap. I mean really, some people love the whole super-detailed stuff of seeing your entire squad's health and shields but if you ask me that info is what we have mouths and mics for.

    Of course, some things do sound nice but one thing I can't endorse in any way shape or form is continent locking. We have three continents as of now, the fourth one is on hold. We'd not only need Sanctuaries or Faction "Home continents" from where you can't kick the faction off, but even if the later idea would go into works: that still leaves you with at any time a third of a server's population potentially being cut off from a third of the game's content. And in an extreme case 2/3 of the population being cut off from a third of the content.
    If we had five to six continents (small islands, more like) and a sanctuary, yeah. But right now putting continent locking in the game would be stupid beyond comprehension.
  17. Axehilt

    • Bound Matrix: Agreed, big oversight which was an excellent part of the strategic game.
    • Galaxy vehicle transport: It was pretty excellent, sure, but to imply it isn't a hard thing to implement? It's a pretty significant feature, and also has very significant balance ramifications.
    • AV: The modern Lancer is actually a big improvement over the old one in terms of effectiveness. If your criticism is that it's too good, because you can charge up a burst and show your head above cover for only a bare instant before dropping back down, then that's fair. But it seems like you feel the Lancer isn't actually effective in PS2..
    • Cooldowns + Resources: Yeah, agreed. It was an unnecessary double-whammy. The purpose of resources in a game is essentially to act as a cooldown, so it's just this akward duplication.
    • Sanctuaries: Eh, rotating warpgates provides a lot more variety than PS1 had. I like it since you're not always attacking the same bases from the same directions. Sanctuaries themselves didn't add a whole lot -- maybe if they were empire-themed they could've been cool, but they were just generic.
    • Base design: I agree the level design in PS2 is lacking (it has a huge influence over how well the fights play out) but it might be much to claim it was worse than PS1's. PS1 had the same ~6 bases for years (each of which was barely different from the others.) PS1 had their much worse tower design, and caves with a complete mess of ziplines (even though it was great to finally get new areas to fight over.) Really I'd love if PS2 mellowed out the level design by having hard spawns located far from objectives, with heavy cover (infantry-favoring area) on the point itself and lighter cover (vehicle-favoring) around that. We need more rolling hills where vehicles are fun to drive, not unmanageable mountains and cliffs. Also, more elaborate indoor complexes would be great -- biolabs are way too cramped to scale to the size of fighting that occurs in PS2 (nevermind the fact that the hard spawn is embarassingly close to the capture points.)
    • Iniltrators: Agreed that there were a lot of cool toys for infiltrators (and combat engineers) that I miss in PS2. Still, PS2's infiltrators are dramatically more effective than PS1's. I barely even bothered with infil in PS1 because they were very vulnerable and not particularly powerful, but in PS2 a clever infiltrator is a truly dominant assassin.
    • Inventory: Eh, I don't miss this much. It was a memorable aspect, absolutely. But it was also sort of a pain to manage (hotdrop, fire Deci at BFR, right-click new Deci in inventory, fire Deci at BFR, right-click new Deci, fire) Not that PS2's loadout UI is really all that much better, but it too is a very complicated thing and not easy to do well on the first try (we can only hope they are successful enough to afford to revamp it and improve it's multiple problems.)
  18. SupaFlea

    I do miss the PS1 days, back when it took time in days and weeks to get skilled with a weapon, each person in your squad being individually valuable because of the certs that they had chosen and spent time in to certing. Now everyone can more or less do everything in some manner, most weapons handle the same coupled with the fast TTK there is little need for skill or understanding of the weapons and knowing its best areas and tactics, now its just basic fire till dead from all ranges with all weapons. The main Work horses of each empire, The Lasher/MCG/Jackhammer are but relics of a old but fun time that wont ever see the light of day again as all FPS begin to follow in the same footsteps to afraid to try something new.

    As for the old locker/inventory system, there was nothing like the feeling of a zerg push during a hour long battle from one base across the terrain to the other base running low on ammo and scavenging what you could from dead enemies around. Kills ment something then, what your kill had in his inventory could lead to your survival, a untapped medkit, extra ammo, a grenade, some Glue or Med Juice for your tools. I do miss those days.
  19. Redshift

    Sancs serve the purpose of not letting AFK's take up your slots on a cont, coupled with them taking 5 minutes to make since you don't actually need to think about the design of a place that will see no fighting there really isn't a reason not to have them.

    Infiltrators were murderous in PS1, you just had to be better at it, i must have caused so many ragequits with the spiker ^^

    The reason people pine for the inventory is because of the scavenging, i was a cool aspect of the game to just make do with whatever you found.
  20. Axehilt


    Well it takes a bit longer than that to create sancs. Even PS2's warpgate areas have taken a few iterations to get right -- in beta they were much worse than they are now.

    Infiltrators were always free food. I never feared any infiltrator as much as a good agile (or well...rexo too I guess, but the real threats tended to be agile.)

    Yeah scavenging was fairly fun I agree. I miss it, but not really enough that I feel adding it as a PS2 feature would take priority over many other features or bug fixes (having worked in the games industry over a decade now, I definitely adhere to "bang for the buck" efficiency in game teams, with ruthless prioritization of the best prospective game features even though it means not implementing ideas that sound awesome.)

    But it's not hard to imagine weapons being treats sort of like grenades where they're this finite consumable (gained randomly through killing, rather than being outright purchased, and being added directly to your inventory so that you can create a loadout with that weapon next time you gear up.)

    Honestly the coolest bit of scavenging for me wasn't the guns at all but the rather low ammo capacity (especially if you were min/maxing to carry 2 decis in your agile suit.) It created fun segments where running out of ammo was common but then I'd switch to a dead enemy's gun and keep looting bullets as I made kills. In PS2 when my infiltrator's SMG runs out of ammo I have plenty of pistol ammo to spare, but it isn't quite the same fun feeling of scavenging (although discovering a hostile ammo pack on the ground still has that "JACKPOT!" feel, heh)