Planetside 2's Culture Promotes A Different Behavior

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Stellus, Mar 21, 2013.

  1. Shishin

    Yeah man, I think if you want to focus on the objectives then reward the objectives and nothing else. Its like when you play a capture the flag type game, killing people to get to the flag is a means to an end, not the goal itself. People will still fight like crazy getting to the points, leveling will be a tad bit slower, but what the could do (and if I'm correct what they are planning to do) is make the speed for capturing bases longer and no longer dependant on how many people stand on the "Cap point". Then with the kill EXP eleminated they could justify much bigger rewards for base captures without completely unbalancing the game.

    Maybe they shouldn't completely eleminate it though, just reduce it by 1/4 and then increase EXP for things like taking out Deployed sunderers, generators, and SCUs. People would rush to objectives like flies to horse**** and the base capture with increased EXP gain would be given to everyone involed. Breaking it down;

    Kills = 0-25xp Takes less than 2 seconds
    Deployed Sunderer = 2000-2500xp Takes a bit of effort
    Generators = 5000-6000xp Takes 3 minutes under new timer
    SCU = 7000-8000xp 5 minutes new timer
    Base Capture = 20000xp or up 10 minutes new timer.

    Keeping in mind everything has a much increased timer. Slower is better. Also Point values and Timers debateable just an example. Also being in the area that a generator or SCU is destroyed could give some assist EXP, say half. You might log on for an hour and only take one or two bases but you be rewarded for it and you'll feel accomplished.

    Its not a big rework of the game, just a shift in focus. People that stay at the crown all day will not get as much EXP as a person going to the large bases taking out SCUs and Sunderers, capturing areas. "Ghostcapping" won't really happen because everyone will be traveling in groups to get EXP so they won't have to waste time. Basically to go in line with what the OP said, reward behavior that matches the objectives of the game. It's more than just kills.
  2. SinerAthin

    Shared EXP should also be a big focus.

    For this to be a team game, it is important to reward people as a team rather than individuals.
  3. Wecomeinpeace

    The OP managed to illustrate the main problem in a funny way that was enjoyable to read. Thumbs up for that.

    What is making this game not work on its fundamental basic level is that character progression is basically solely tied to personal performance (xp/hour of YOUR character) and not more to faction performance.
    For example, if the main means of getting certs would be tied to the amount of territory being held by your faction we would probably see a totally different gameplay where players would have an interest in defending hexes.

    ...but that wouldn't be the standard MMO "skinnerbox" model being used in F2P (and most other) MMO games, so it would probably be deemed too risky to experiment with a different system that would put the emphasis on the intended objectives.
    Instead we got the "grind - pay2circumventgrind" model with all the unwanted gameplay culture it promotes.