Planetside 2 Catch-All

I don't think that is the case. I'm reading thing differently. I like the Eve style skills, I have a feeling they are taking the old certs and making them more Eve skill-like. Which suggests they are making things more diverse than the original PS. (Not more powerful) It sounds to me like levels is exactly what they are ditching from PS1.

I'm hoping they implement faster combat in a way that fits PS, not CoD. One could be good, the other would be horrible. Have to wait and see about that one I guess.

I think the missions are the new way to fix the CR5 issues and how it turned into a worthless playground for children. CR5 can set up the objective they would like done as a "mission". No more spamming, whining, or popularity contests.

As long as the skills you train are not required to use equipment, it won't bother me. As I recall, you could log into PS with a BR1 character and spend all your skill points towards any equipment in the game. BR only limited your flexibility in combat, not capability. I don't want that to change. I feel that letting people who have played longer have access to more powerful equipment is a wrong move. One that I suspect they will go down.

The way you explain missions sounds ok. We'll see.

I agree with you about the skills. I think the certs you get on the time based system will allow flexibility not capability just like the leveling system used to. That was what I was attempting to say. I don't want that to change either.

Nuean wrote:

I agree with you about the skills. I think the certs you get on the time based system will allow flexibility not capability just like the leveling system used to. That was what I was attempting to say. I don't want that to change either.

It's hard for me to imagine it working. Will they just let you train Skill 1 that gives you more points to spend? I doubt it. Most likely, you won't be able to pilot a gal until you train that skill. Want to use the heavy weapon? Got to train that skill. Basically making a new player a liability rather than an asset. I loved how Planetside 1 let you bring in new people and immediately put them to work in any part of your outfit.

BadMojo wrote:

It's hard for me to imagine it working. Will they just let you train Skill 1 that gives you more points to spend? I doubt it. Most likely, you won't be able to pilot a gal until you train that skill. Want to use the heavy weapon? Got to train that skill. Basically making a new player a liability rather than an asset. I loved how Planetside 1 let you bring in new people and immediately put them to work in any part of your outfit.

I think your memory may be abit off there BadMojo In PS1 a new character would go through the tutorials to get up to br4-5. After that you still needed to go up afew ranks before you could have a nicely rounded character. Having Heavy Weapons cost something like 5 skill points so you'd have to remove rexo armour if you wanted that and couldn't have anything else.

I think the cool thing about Planetside was the fact that it didn't matter what equipment you could get with your rank, you were still usefull as opposed to the equipment/rank making a player useful and from the sounds of things that's not going to change.

Doesn't sound like WoW so much as the system in Section 8: Prejudice.

SpaceDog wrote:

I think the cool thing about Planetside was the fact that it didn't matter what equipment you could get with your rank, you were still usefull as opposed to the equipment/rank making a player useful and from the sounds of things that's not going to change.

I assumed that anyone playing PS did the tutorials. I realize that might be silly on my part. But the new system SEEMS to prevent that. Maybe I don't understand the new system yet. I haven't seen any good descriptions of it that eased my mind.

For what it's worth, I just posted the third part of my series of reflections on Planetside, entitled Three more ways to improve Planetside 2. Unlike a lot of what's discussed in this thread, I've left mechanics, training, and all that usual stuff off the table. Well, I didn't leave it off so much as push it off.

There's a lot to be skeptical of, for sure, but you don't get a game with 8-year veterans and expect to release anything that's going to make everyone happy. Here's betting that my little hope-candle isn't wiped out by a breeze set in motion by a giant squid.

And you know the damned squid is a filthy Vanu.

TempestBlayze wrote:

Loved the video and cant wait for more. There wasn't much meat to it but still got me very excited. Guess I can officially change the thread to Planetside 2

LOL.. its like everyone in that trailer was channeling aiming skills straight out of the G.I. Joe Cartoon series.

docbadwrench wrote:

For what it's worth, I just posted the third part of my series of reflections on Planetside, entitled Three more ways to improve Planetside 2. Unlike a lot of what's discussed in this thread, I've left mechanics, training, and all that usual stuff off the table. Well, I didn't leave it off so much as push it off.

There's a lot to be skeptical of, for sure, but you don't get a game with 8-year veterans and expect to release anything that's going to make everyone happy. Here's betting that my little hope-candle isn't wiped out by a breeze set in motion by a giant squid.

And you know the damned squid is a filthy Vanu.

I always felt what can make or break a game like this is the ability to make every single person playing feel "special" or at least like they contributed in some way.

If that means forcibly limiting what players can do until they get more experience then so be it.. make newbs only be able to defend a "base" or something.. just port them to where the action is but dont let them leave a defensive area and for sure dont let them fly around.

I didnt play much Planetside so I can't really comment on what they managed to do along these lines or not. I played enough that I was basically always running around looking for something to do never sure what I should be doing.

TheGameguru wrote:

I didnt play much Planetside so I can't really comment on what they managed to do along these lines or not. I played enough that I was basically always running around looking for something to do never sure what I should be doing.

Were you in an organized outfit?

BadMojo wrote:
TheGameguru wrote:

I didnt play much Planetside so I can't really comment on what they managed to do along these lines or not. I played enough that I was basically always running around looking for something to do never sure what I should be doing.

Were you in an organized outfit?

oh god no.. I didnt make it past the first 30 days..

Some good news:

Squad spawning will not work indoors, will require your squad leader to be heavily specialized as one, will occur in a drop pod, and will be on a cooldown. It is not meant to be your primary respawn method.

and

Commanding is not based on command rank like in Planetside. Rather commanding is based upon a cert tree within all of the other certifications. In order to be a deeply specialized commander you need to give up some other perks. Also, squad leaders and commanders will be able to create “missions (think quests from an RPG) that average players can follow in order to receive bonus experience. The orbital strike is making a return.

And some slightly disappointing news:

The class system in Planetside 2 is a bit of a misnomer. It is not as free-form as the original load-out system of Planetside, but it is not as restrictive as other shooters. When you spawn, you can choose a different set of certs for that life and you are forced into that role until you die or access an equipment terminal. There appear to be restrictions such as a deeply specialized medic will not be able to access heavy assault weapons, and classes with jetpacks will not have access to heavier armor or weapons.
A veteran will be no more than 20% stronger than a new player.

Looks like you were right BadMojo At least its 20% max, but I wish it were 0%

source http://www.planetside-universe.com/forums/showthread.php?t=36527

TheGameguru wrote:
BadMojo wrote:
TheGameguru wrote:

I didnt play much Planetside so I can't really comment on what they managed to do along these lines or not. I played enough that I was basically always running around looking for something to do never sure what I should be doing.

Were you in an organized outfit?

oh god no.. I didnt make it past the first 30 days..

Then I don't know what game you played. But it wasn't Planetside.

Nuean wrote:

And some slightly disappointing news:

The class system in Planetside 2 is a bit of a misnomer. It is not as free-form as the original load-out system of Planetside, but it is not as restrictive as other shooters. When you spawn, you can choose a different set of certs for that life and you are forced into that role until you die or access an equipment terminal. There appear to be restrictions such as a deeply specialized medic will not be able to access heavy assault weapons, and classes with jetpacks will not have access to heavier armor or weapons.
A veteran will be no more than 20% stronger than a new player.

Looks like you were right BadMojo At least its 20% max, but I wish it were 0%

source http://www.planetside-universe.com/forums/showthread.php?t=36527

Well, we can always remember the good times. Before the BFRs.

The 20% thing worries me a bit. But hopefully it won't be so different from BC2 where you can get a perk to increase damage by 25% or health by 25%.

You're forgetting one thing about EVE, specialisation versus generalisation. There's no way anyone in eve can be the best at everything, but a relatively new player who specialises can be very effective.

What if you could get 18% of the effectiveness bonus in one spec withina month of starting?

The reason CCP introduced the EVE-skill system was because it ties money into levelling up. If you want to get to skill level X, you'll need to spend at least Y amount of money.

I don't like the idea of Sony using that system because I think a player's progress in a game should be related to their actions in a game. Am guessing Sony saw the EVE phenomenon where people buy several accounts and leave them idle to level them up over time.

Furthermore, in an even firefight between two people, a player with even a 5% advantage will win 100% of the time. And the only way to even that up will be to wait for a few days/weeks/months for your skills to tick up.

At least in BC2 you can get to Magnum ammo or the +health by playing. Imagine having an enforced two month wait period before you could get either of those.

It remains to be seen what that 20% amounts to. Hopefully its not a straight up health or damage bonus. In BC2 its not as big of a deal because it just means you die to 5 shots instead of 4. If someone gets the drop on you, you are done. But in planetside the action is a little slower, health tends to get chipped away over time, and health and damage bonuses add up much faster in an attrition war rather than a twitch gunfight.

I'm more worried about the 1 empire per server thing. That would really suck, to put it mildly.

If the interwebs are to be believed it will be free to play and coming out next year.

Still won't fix their crazy "level up to be more powerful" design.

Yeah but it does decrease your initial investment to try it out.

True enough.

*tagging for later*

I'd forgotten how great the theme song was to Planetside. It's been so long since i've heard it:

Also there is a new "trailer" that shows nothing but game models. No gameplay.

What's taking them so long?!
I WANT NOW!

Vanu Screen shots!
IMAGE(http://media.pcgamer.com/files/2011/11/PlanetsideVanuHeader.jpg)
IMAGE(http://media.pcgamer.com/files/2011/11/PlanetSideVanu_1-590x340.jpg)
IMAGE(http://media.pcgamer.com/files/2011/11/PlanetsideVanu_2-590x340.jpg)
IMAGE(http://media.pcgamer.com/files/2011/11/PlanetsideVanu_3-590x420.jpg)
IMAGE(http://media.pcgamer.com/files/2011/11/PlanetsideVanu_4-590x393.jpg)
IMAGE(http://media.pcgamer.com/files/2011/11/PlanetsideVanu_5-590x372.jpg)

I have very very fond memories of using the Vanu Beamer pistol. Unlike bullet weapons Vanu guns fire energy pulses and they don't leave a big coloured tracer that points back to the user. So what I would do was get my cloaking suit on, jump off of a tower onto a tree and sit there plinking at people with my pistol. In the absence of anything else, one invisible guy shooting laser bullets out of a tree would be easy to notice, but in a raging firefight with explosions anywhere I might as well have been a stiff breeze for all the attention people paid to me.

So I would lurk up there and pick my targets. Wounded guy trying to hide behind a tree? Plink, Plink, Dead! Engineer trying to repair his tank? Plink, Plink, Dead! It was hilarious because people started to get extremely paranoid and spin around on the spot shooting all over the place. I remember one guy just giving up and running away and I kept harassing him the entire time. Eventually landing a shot between his shoulder blades at a distance of 100m which put him down for good.

And that was before I ran out of pistol ammo, dropped out of the tree and looted some grenades off of dead players. Then snuck my way back up the tower (which the enemy had since captured), dropped back onto my tree again and started raining grenades onto everyone. Think spotting an invisible man firing little cyan laser bullets is hard? Try spotting one throwing little black dots. Frag grenades were not as good as plasma grenades for attacking infantry but they could hurt tanks and stuff fairly well. At one point a very wounded mosquito came back to the tower for repairs. This thing was hanging by a thread, it had so little HP that its health bar was actually empty. I threw a grenade and hit the thing on the nose before it could land. kaboom! The pilot PMed me afterward and we both laughed for many minutes.

Ahhh memories.

Looking at these screen shots, I doubt I'll be fighting in a 300+ person battle like I did in Planetside.

Awesome.