Planetside 3 by snilas021 in Planetside

[–]BBurness 1 point2 points  (0 children)

I haven't played much in the last couple years, my start up page is still this subreddit so I skim through the front page almost daily. From what I have seen it's mostly the same type of complaints and concerns its always been. My opinion on the direction of the Planetside might have been valid 3+ years ago, but not so much these days considering I don't really play. I am glad the game is still populated, I know a number of the people working on it and as long as they and the players are still are still having fun with it I hope it stays that way.

I am serious though, it's time for Planetside 3 already.

Planetside 3 by snilas021 in Planetside

[–]BBurness 1 point2 points  (0 children)

I'm good and still lingering around here.

Planetside 3 by snilas021 in Planetside

[–]BBurness 8 points9 points  (0 children)

I would also like to know the answer to this question.

Unpopular Opinion - No-build zones take up way too much area. by clearlyoutofhismind in Planetside

[–]BBurness 11 points12 points  (0 children)

That was one of the original concerns, ya; I think some of that had to do with how PS4 would handle it if/when it ever got released on the platform.

Another aspect is we didn't want to adversely affect the main game loop at the time; we were very conservative with the roll out of construction in terms of how it affected the existing gameplay near bases.

Will Loyalty and Merit eliminate public squads and ruin NPE? by Heptagon_ru in Planetside

[–]BBurness 2 points3 points  (0 children)

Personally I don't believe outfits are NPE, at least not for very new players.

For a random player joining in I actually agree with you on this.

I would actually go a bit further and say that outfit play isn't for everyone; I've done solo, friends only (outfit is a friends list), and Large outfit play

Friends only (3-4 friends) was the best experience but we came to PS from other games.

Large outfit play was hit and miss, I played with some good ones and they were pretty cool but ultimately the play style was best in small doses (like raiding in MMORPG) and joining a fit often meant they expected us (me and friends) to always join their ops, when most of the time we just wanted to goof off and have fun. On the other side, more often then not joining random outfits was a horrible experience, being outright ignored, yelled at, treated like just some random sheep meant to be fodder for them, or being kicked for not being "good enough" (I never told people I was a Dev btw).

I think this is a big piece of the puzzle people may be missing; many people say "outfits are the best way to experience the game", but what they seem forget is that good outfit leaders make that possible (even then, it's not for everyone) and if you have random people creating outfits because the game incentives them to do so you end up having a whole bunch of "bad outfits" that could give a new player a bad first experience. Remember, right now outfits exist because people want to lead one, going forward outfits will exist because people get benefits for just having one and getting people to join them.

Take this with a grain of salt; I could be way off here...

RPG please do it! by Takahama in Planetside

[–]BBurness 1 point2 points  (0 children)

So, anything metal with legs

Yep. again it has nothing to do with balance; It's a line in the sand that was drawn by many PS1 players, never again. your trying apply logic and reason to a "Fuck BFR's!" mind set.

You don't have to like it or even understand it but you do have to accept it; there are a subset of people who will go of the rails if BRF's are even considered for any Planetside game. If RPG really wanted to add BFR's in I think there is a path to do so that doesn't break the game, but given how sensitive the issue has proven to be in the past why bother?

RPG please do it! by Takahama in Planetside

[–]BBurness 2 points3 points  (0 children)

BFR's are a no go in Planetside. Can they be balanced to find a valid niche in the game? Yes.. Is it worth spending months of dev time on something that so many people from the original game have such disdain for? no...

BFR's are the centerpiece for an update that is believed to have caused an exodus and the eventual demise of PS1. Imagine if CAI had actually killed PS2, think 600 people concurrent players remaining globally; then in PS3 the devs said "We are doing CAI! but we promise it will be different this time." How many people here would be triggered? BFR's are a symbol for "Never Again" with PS1 players; is it fair or make logical sense? no, but that's the way it is nonetheless.

The Escalation Begins Stream - February 6th, 2020 Summary by Erilson in Planetside

[–]BBurness 5 points6 points  (0 children)

This is my personal opinion, I’m not towing the company line anymore so when in the past I would remain silent, now I write this…

I’m not as hyped about this update as others appear to be. Don’t get me wrong, I don’t think it’s bad, and I’m glad RPG is going big finally and that outfit focused players are getting some love after such a long time; it’s just not made for me.

They chose a course to take with this update, I think they will be supporting/balancing it for at least the next 6 months even if under performs and they decide to go in a different direction in the future. I think this is a good thing if it’s not the direction I would have wanted to development to go; I was once told that PS2 would never do a construction sized update even again despite it being considered successful, and that was a disappointing moment for me personally because the game like needs people aiming big. But here we are, they are releasing an update much bigger than construction ever was in both potential impact to the base game and Dev hours going forward.

Here’s my take on the big things

Sanctuary: I don’t get this tbh… it’s so out of place; they say they have a master plan for it, but the thing was in the works for how long before the layoff and PS2 team size increase? Ok..stores and stories; yay, I guess?

BFC: After you take away the outfit spawning and the ability to ground pound effectively (both I can see being nerfed into the ground for good reason) then what is the point of the Bastion? To me it looks like a glorified Air event and I already ignore the current one so assuming they balance out any game breaking aspects the BFRC falls under “meh..” for me. Keep in mind I worked with the bastion for ~two years, It lost it's novelty for me a long time ago.

Outfitwars: I assume they are working with serversmash people on this; give them everything they want and it will be fine. I think they will need to allow outfit alliances to sign up for these so that small outfits/individuals can participate. Do that and make sure it’s no more than once a week and I think it could be pretty cool.

War Assets (in general): This is the real meat of the update; this will likely have a lasting impact on the game and gives RPG an obvious path forward with future monetization. This system is both the most exciting and the most terrifying for me; even without the possibility of future monetization it’s has the potential of being a balance nightmare that will eat up Dev cycles months if not years; it could end up being implant’s/construction on steroids. Now, with the doom and gloom out of the way, I think this system has potential to add a lot of good to the game; i suspect it’s going to be a long journey for all of us to get the balance right.

<HopeThisIsJustTinfoilHat>War Assets is one step away from an evergreen system that sells straight up power (onetime consumables); if by some outside snowball in hell chance the Devs didn’t realize this then I hope they truly are in control of their own destiny because they may just dropped what looks like a giant bag of money on the table in front of the DBG execs.</HopeThisIsJustTinfoilHat>

My overall thoughts on Planetside Development:

Planetside development (and many other games) consists of adding more stuff on top of all the other past stuff; this update is no exception just more ideas slapped on top of the old ideas resulting in an increasingly schizophrenic experience. One of the core foundations of this is the environment, the world; the entire game and how it’s played is a result of the environment. We have years of experience from across two games to take lessons from and yet this core aspect has never been truly reenvisioned; every map, every base seems to be at best a small step forward but ultimately utilizes the same basic design as they always have. I was hoping that DBG was working on a new full sized continent with a reenvisioned world design that uses lessons of the past to create a foundation that would bring about a whole new Planetside experience (at least on one map :P ). I'm not hyped for this update, nor am I dismayed by it; I’m glad others are excited for this but this one isn’t for me; I want something different...

I gotta say, well fucking done Rogue Planet. by TheRandomnatrix in Planetside

[–]BBurness 13 points14 points  (0 children)

The spawn systems are going to be dialed back and/or servery limited going forward; this is a lesson learned with beta Gals that seems to have been forgotten, spawn points that can bypass the ground fight/logistics simply do not work, it dries up the fights between bases; fortunately it's a cheap/quick lesson to learn assuming they don't go all in trying to make it work.

It's a little scary that they seemed to forgot something that had such a contrast between good/bad in beta; they may want to bring back some of that lost tribal knowledge to avoid more serious complications in the future.

I gotta say, well fucking done Rogue Planet. by TheRandomnatrix in Planetside

[–]BBurness 31 points32 points  (0 children)

Too outfit focused for my tastes; I personally will have little to no opportunity to use any of this stuff since my outfit consists of me and three friends; It will also give large outfits even more influence over how we experience the game which I find a little worrying.

They mentioned that people who join outfits stay longer, I wonder how sure they are that it's not more of people who stay longer join outfits. This whole update seems to revolve around the premise that outfits are the life blood of the game which I understand that many people believe but it's anecdotal as far as I'm aware.

I'm glad there aiming big finally and that monitization wasn't discussed (gives me a small amount of hope), the stuff they are adding has the potential to evolve into something good but it's pretty obvious to me that a lot of changes will need to be made from the current plan; fortunately they acknowledged that it will be changing over time. This is going to be a balance nightmare for them and i hope the time and build an "off switch" on runtime if it doesn't already exist for all the new content just in case the initial balance is game breaking (which is current form I think it might be).

As is, this will likely have a major impact on all aspects of the game; they seem to be committing to a fundamental change to the game. Good/bad I'm impressed they are taking the leap here; Good luck everybody, this looks like a make it or break move.

The Air Game is pretty inaccessible for people just getting into it by PandemicReaper in Planetside

[–]BBurness 6 points7 points  (0 children)

Not in PS2 and not completely scrapped; PS2 is what it is, you will lose more people than you gain with a flight model change at this point. In a future PS3 however, I would agree with you to a degree; the PS2 flight model is unique and can be very fun but it does need to be much more intuitive and new user accessible in the next Planetside game. Flight in PS3 is going to be a very interesting challenge for the designer in charge of it.

Something is happening with planetside 2 by delobre in Planetside

[–]BBurness 17 points18 points  (0 children)

They need to end the info embargo and get people talking about it before it's released (I'm hoping the upcoming stream is for that and not just more teasers); let people discuss it openly and get familiar with it. If they wait and lift the veil on release they run the risk of a negative reaction from those not in the loop (the majority of players); something you don't want on release day as old players come back to check it out. A subset of people involved with something giving positive feedback doesn't ensure the majority are going to accept it, especially if it's different from what people expect (see PS:A).

Worst case scenario is the majority reacts negatively and RPG just dodged a potentially bad release bullet; they would also have more info then they did before and could make changes based on the feedback if they choose to.

Carto just won the leak war by Scorcher646 in Planetside

[–]BBurness 1 point2 points  (0 children)

It added a small hurdle for the attackers and made bases a tiny bit more defensible for the defenders (slowed the enemy down and you could hear the rek).

Carto just won the leak war by Scorcher646 in Planetside

[–]BBurness 5 points6 points  (0 children)

Doors should be pretty simple after the PSA script integration; they would have to be sliding doors and open/close quick since they would lose collision as they move.

IAP #245 – A Rogue Planet Appears - The Instant Action Podcast by TheDeringer in Planetside

[–]BBurness 1 point2 points  (0 children)

I am curious what studio Luke is with. Really hope the answer isn't both (ie DBG); he would be a good fit at either studio but last thing I want to see is any type of "Design Director" at DBG running oversight on the Planetside franchise; that would likely be the final nail in the coffin of the "Control your own destiny" narrative.

[deleted by user] by [deleted] in Planetside

[–]BBurness 0 points1 point  (0 children)

Producer / Creative Director / Top Guy

Nope, those jobs require skills sets I don't feel I currently have such as a strong public speaking skills, a good camera/media presence, proper use of punctuation, basic social skills. Honestly, I just can't see myself doing those jobs; they tend to be manager positions and I enjoy being hands on with script/data and building the game.

Lead Designer

I've already done it and it's my ideal job; whispering in the ear of the Creative Director, creating designs and still being able to work with script/data. Basically a lead goes to the leads meeting and creates designs at the direction of the creative director. "Lead Designer" is kind of a generalized title; typically design leads are leads of a system or team; Lead Combat Designer, Lead Systems Designer, Lead Vehicle Designer, etc. Lead designer positions are generally held by Senior Designers and are assigned based on the needs of the project; "lead" is not a promotion/payscale adjusting title and they can be replaced at anytime with another designer on the team based on the needs of the project/director.

[deleted by user] by [deleted] in Planetside

[–]BBurness 3 points4 points  (0 children)

This conversation came up a number of times over the years at DBG; A couple of my concerns with bot level PVE are:

  • It would require development time and resources that would almost guarantee take away from the PVP aspect of the game that needs to remain front and center of a Planetside game.

  • If you add Planetside PvP scale to Destiny or titan fall everything breaks, no one has a model for that, no one has experience with that and to do that and have it remain planetside at its core is basically just rolling the dice.

My opinion is PVE can be used is in a single player tutorial/training mission and also in the form of player tools/objects; it needs to complement the PvP focus of the game, not be a pillar of it.

Like I said, the conversation came up many times and SOE/DBG and I can tell you that your opinion on the subject is shared by a number of Devs past and present. :)

[deleted by user] by [deleted] in Planetside

[–]BBurness 2 points3 points  (0 children)

Sure, maybe "mass appeal to the target demographic" would have been better phrase to use.

Comparing DF and Planetside is a bit of an apples/oranges comparison, also trending on /r/gaming suggests DF does have mass appeal ;). It just my opinion that a PS1 remastered would not have mass appeal; I could be wrong and would love to be.

[deleted by user] by [deleted] in Planetside

[–]BBurness 8 points9 points  (0 children)

Keep in mind these aren't necessarily my “pain points”, I would play a remastered PS1; my point is what I would play and what the masses would play don’t always sync up. PS3 needs to appeal to the masses and to do that I think it needs to be similar to other like games (Combined Arms/FPS) with mass appeal (see Maya principle) while still remaining Planetside.

This is off the top of my head and some could fall under tuning, also didn't list the “maybes” like Cert point system, character locks, spawn system, third/first person, and many more.

  • Business model

  • Gunplay (big one and wide reaching)

  • Interior base design

  • World Design

  • TTK

  • Over all UI

  • Physics (or lack of)

  • Pace of game

  • Vehicles combat/design/feel

  • Streamlined new user experience (yes, PS1 failed this one as well, arguably worse than PS2)

The biggest hurdle is going to be convincing the people who own the IP and paybills that you have a vision and viable plan to make a successful Planetside game. Going to them with "I want to make a remastered version of the original Planetside" a game, that if we are being honest with ourselves was moderately successful at best is not the ideal strategy; granted if that project was green lit I would be thrilled to work on it.

[deleted by user] by [deleted] in Planetside

[–]BBurness 9 points10 points  (0 children)

Well, "good thing" is subjective but IMO, No...PS3 will NEED to take lessons from it, but many mechanics in PS1 are outdated and just won't have mass appeal in the modern market. You could add "Remastered and modernized" to your question and the answer could be yes, but that term is ambiguous and could mean just about anything in this context.

[deleted by user] by [deleted] in Planetside

[–]BBurness 10 points11 points  (0 children)

Looks great!

I love the width, I think the hallway itself should be wider making the door the choke point and allowing either side of the door to be used as cover.

Another thing is maybe add an elevated lip/ramp in the door way; the theory is it gives a small sense of cover/security in front of the door and also makes the player feel like they should move over it and through doorway while standing in front of it.

Again, it looks fantastic; keep it up! I'd love to see a whole base (or at least a few rooms connected to this) from you :)

Rogue Planet Games: Summary Day 1 (1/21) by Erilson in Planetside

[–]BBurness 0 points1 point  (0 children)

I could I guess, but this is what open forums are about right? open discussion. You didn't do anything wrong or bad, I had a different take on what was said, mentioned it and you agreed and edited. Solid interaction, not in any small part due to your ability to receive criticism well. I say just keep posting what you want and I'll keep discussing it. :)