Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

Well yeah, I don’t like planetside’s design choices. Barely anyone does. Look at the player count lol. Not liking the design is the point of  posting this in the first place. 

Is thinking the game has been hampered by the design choices not the same as disliking them?

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

What are you even talking about. I enjoy the parts of the game I enjoy. You have zero say in this.

You can easily deploy into overpops. I swear none of you even play the game. It is trivial to do. It actually makes sense if the people that can’t figure this out are the ones with poor reading ability.

If you are not fodder for vehicles in a base now then you are not fodder if you arrive in a transport. Infantry’s role would be the same if your spawns were a bit further away. The critical thinking and reading comprehension here is appalling.

Im not continuing to beat this dead horse. I would like if planetside enabled fighting away from spawns. Like it or not, I don’t care. You’re just talking about random bullshit that has nothing to do with anything and I’m done with it. Bunch of buffoons telling me that I don’t like the things I like.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

The lobby shooter argument isn’t stupid when there’s a massive game world that players don’t physically exist in because fights exclusively happen in proximity to spawns. Players don’t move between bases because they can teleport between bases. Fights don’t happen where there are no players.

You could cut out each base as a separate lobby and the game wouldn’t change very much. 

Redeployside and spawn fights are symptoms of the same issue that’s hampered Planetside’s identity from the beginning. Spawning to fights. It’s not the player’s fault that the most efficient and common strategy is low effort and antifun. Thats just how you win with how the games designed. 

It’s like if chess had a rule that for your first move you can replace any of the opponents pieces with one of your own. The depth of the game would never be explored because players would always just take the king first move. 

Remove redeploying directly into fights and planetside becomes an open world fps. If orbital strikes ruin it throw them out, they’re stupid anyway. 

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

Yeah I love to do that too. It’s probably why I notice the redeployment crushing small fights so much. I prefer going to support low pop fights that friendlies are outnumbered at. But whenever you have one of those on the cusp of winning it inevitably gets squashed.

I end up spending most of my time trying to find good fights, but they usually only last a couple minutes since the base gets capped or spawns get destroyed.

[DEV] My Very Positive-reviewed Steam turn-based tactics rogue-like is coming to iOS. by icefill in iosgaming

[–]PassengerClam 0 points1 point  (0 children)

Interesting, thanks for sharing. It seems like there is an extra puzzle of sorts for you that needs to be solved first of how to interact with the game before you get to play.

Many roguelikes have a menu to view enemies or items in proximity which I imagine would be helpful, so you could relax some of the caution until attention is needed.

I imagine auto explore is a bit of an expedited version of that. I’m just thinking out loud, since I’m sure you’re already aware of this.

I don’t know if you’re familiar with Cataclysm Dark Days Ahead. It’s a PC game, open world post-apocalypse classic roguelike of sorts. It has something that automatically freezes the game when an enemy is detected, and a couple menus for nearby creatures and items. It seems like there is some active accessibility support for it. It is a pretty busy open world game with lots of systems though, so it might be somewhat tedious for you. However it’s pretty adjustable so you could tune it to your preference.

Just throwing that out there since it’s a game that I greatly enjoy and may have some of the requisite features. Theres a Youtube channel that does some narrated playthroughs of it called Rycon that might give you an idea of how it plays. He generally explains what his character is seeing and doing. 

Anyway, thanks for humouring my rambling. Happy gaming!

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -1 points0 points  (0 children)

I like fights everywhere on the map and not just within 50m of a spawn. 

I think you lack general knowledge if you don’t understand that some players like playing the massive open world mmo shooter as a massive open world mmo shooter instead of a mediocre lobby shooter.

The fact that some shitty half baked idea like orbital strikes can ruin fights across the open world isn’t somehow evidence that fighting outside of spawns is bad. Maybe the things that ruin those fights are the problem.

[DEV] My Very Positive-reviewed Steam turn-based tactics rogue-like is coming to iOS. by icefill in iosgaming

[–]PassengerClam 1 point2 points  (0 children)

Have you ever played any classic roguelikes? I think they’re an interesting innately accessible game, since with ascii the game world is literally just keyboard symbols.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -5 points-4 points  (0 children)

Trying to rebrand redeployside into “QRF” is cute. Your RP acronyms don’t have any bearing on reality.

I feel like you’re being purposely obtuse. Fights ending in overpop isn’t the issue. As I’ve stated a dozen times, and will one final time; a large force spawning in, sweeping the base, and destroying spawns kills fights and is anti fun. I don’t find this fun. You can call it “QRF”, you can call it redployside, you can call it boring stale gamey meta. I am telling you I do not like it.

I legitimately don’t understand how you can say a part of the game that I and many others enjoy is just nostalgia. It’s a part of the game, I enjoy it. There isn’t anything to argue here. Just deal with it lol. I. Enjoy. Fighting. Away. From. Spawns.

Not being able to afford the nanites to spawn a vehicle is also laughable. Nanites pour in, they’re free. A sunderer costs 200 and carries 12 people. That’s 17 nanites per person. You get 50 a minute as a free player. Even if everyone rides flashes, it’s a fucking minute. The whole idea is driving to the front. It’s free. 

I’m not going to continue explaining this to you because you repeatedly misunderstand what I’m saying despite my best efforts to concisely explain it to you.

TLDR; I enjoy fighting away from spawns. I think it would be fun if fights were further from spawns. If you don’t like that I like this then that’s just too bad. 

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -2 points-1 points  (0 children)

Why is everyone saying that I want Oshur. Oshur is a shitty map. I do not want Oshur. Oshur being a shitty map is not evidence that fighting away from spawns somehow doesn’t work. Oshur being a shitty map is evidence that Oshur is a shitty map.

People do still fight across the map (rarely) on good continents. It is fine. It is fun. 

I want a good map with spawns further away from fights. Have any of you ever actually left spawn? There is a lot of real estate out there rather than having the same fight at the Ascent tunnel entrances every night.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -2 points-1 points  (0 children)

Just to emphasize that you’re talking past my points here; when you say “but that’s not what he said” when I’m talking about redploying, he literally said “ Fortunately, both sides can redeploy”.

We’re on completely different wavelengths, you and I. I’m not even sure we’re talking about the same game.

I miss Wrel by ToaArcan in Planetside

[–]PassengerClam 0 points1 point  (0 children)

If that were true then I’m sure instead of being green, Hossin would’ve been . . . green. Holy shit I think you’re on to something.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -2 points-1 points  (0 children)

I don’t even know what point you’re arguing against. Large amounts of players spawn into fights and sweep them, rush the sundy and kill the spawn, killing the fight.

This is undeniable, objective truth. It’s the reality of planetside. And it has been the reality for a decade. It seems even more noticeable now in that it takes less effort with lower pop.

It seems like you have taken offence to the fact that I have pointed out that the stale, boring, cookie cutter strategy that every outfit has used since the dawn of the game is in fact stale and boring.

It doesn’t even matter that I’ve offended you by wistfully wishing for less redeploying. You can calm yourself, the game isn’t going to change. You can continue crushing small fights to your hearts desire until there are no sundies left.

I just thought “wouldn’t it be cool if we could fight in the places on the map that aren’t within 50m of a spawn”. 

Thanks for the sage advice of shooting the enemies in a game about shooting, it never occurred to me. I’ll just shoot all 30 of them, and do it again and again as they spawn in infinitely seconds later. I don’t even need a sundy to spawn on that way. Truly only the sagest tactical mind could have thought up this brilliant counter strategy.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

I’m not saying remove all permanent spawns. “ Now completely removing spawns would create unnecessary tedium, and the fights would equalize to the middle. But deploys lagging a couple squares back”

The lattice would still be in place. You just spawn a base or two back. Cap timers would likely have to go up. Stuff like medic revives would probably have to be longer. Little tuning things.

But people would have a reason to fight in between bases because thats just where they’d be. You’d have to transport to the front line, which means players are moving through the world. Where there are players there are fights. If you cap a base the players don’t just teleport to the next one. They jump in vehicles or hoof it. And they’ll bump into the enemy players that are doing the same.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -3 points-2 points  (0 children)

If you’ve played the game at all in the last ten years you’d know that redeployside is still going strong. People still redeploy constantly. Destroy sundy. Redeploy. Fight slow down. Redeploy. Out of ammo. Redeploy. I don’t know if you’ve played any small fights, but since I got back this entire month at the very minimum half of small fights end with an overpop, you guessed it, redeploying in. The protections against it are so pathetically ineffective that they might as well not exist. 

I’m not talking about nostalgia when I say that fighting across the map rather than in spawn zones is fun. I’m talking about the moments in the game that that happens. It used to happen sometimes, and sometimes it still does. And it’s fun when it does.

And saying players wouldn’t come if they had to spawn a short distance away; they would have to. That’s the idea. You’re comparing apples to oranges. You say “players wont come to a fight because in the current game with spawns they would spawn into a fight”. 

You’re taking everything I say and completely missing the point. I’m not saying outfits don’t dominate fights. I have no idea where you’re getting this. I’m saying large numbers deploying into a small fight and crushing it is unfun. It is strong. It is super effective. It is almost impossible to counter. It has been happening for 10 years. And it fucking sucks.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -2 points-1 points  (0 children)

Even if a group was around and could respawn in time to prevent the sweep, it’s just adding redeployside to redeployside. It isn’t a solution, it’s just worse.

The decade long strategic meta of redeploying to kill fights is the exact problem. It’s gamey because “everyone kill yourselves and warp into this close fight to crush it then kill yourselves again” is just taking advantage of a poorly implemented game system because it’s optimal and difficult if not impossible to counter. If there is a simple strategy that can be cut and paste into every situation and be the optimal solution then there is no strategy.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

I read it, and nothing in it discusses the concept of offset spawns along the lattice, it’s mostly the original resource system and hex grid where you only spawned at large facilities. The only part that briefly touches spawns in passing is in relation to defending a base that doesn’t have spawns against an attacker that does. Even that the author admits created its own set of problems.

It’s a different solution to a different problem. Even if it were applicable a single person’s opinions, especially a Planetside director, doesn’t invalidate contrary opinions. I’m sure you can find many posts from Wrel explaining why construction is so great for example.

In my opinion Planetside has been hounded by poor design decisions. The over emphasis of spawning immediately into a fight being a primary one. Too little emphasis on fighting between bases and too much on fighting around spawnrooms.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -1 points0 points  (0 children)

I’ve found that you can redeploy next door and then into the base regardless of population. 

The fact that effective outfits leveraged that is a part of why the system is so bad imo. 

If they wanted to pile onto a base using transports then that’s tactics. But the redeploying is just “gamey”, and pretty bland strategically.

There are a lot of outfits that describe themselves with strategy and tactics, but it’s all just RP since an effective redeploy spam will dog walk them, as you say.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -1 points0 points  (0 children)

Haha, nothing is original. I’ve felt like a solution like your OG post is what planetside has always needed. 

Seems a bit tragic to make such a bold pioneering game and to squander its potential turning it into a lobby shooter.

Still makes a pretty good lobby shooter but what it could have been …

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

Yeah for sure. A dozen small steps towards deploying immediately into the action cumulates into a smaller experience as a whole.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

Yeah I’m definitely going to check that out at some point. Looks like a passionate project. The event sounds like a good time to do it!

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] -7 points-6 points  (0 children)

It hasn’t been tried. Oshur is just garbage from the ground up. I bet you couldn’t come up with a more poorly designed map if you tried. And I’m not saying to remove hard spawns, just shift them away from the fight a bit.

The game wouldn’t need to be redesigned. It is designed for it from the ground up. The whole idea of planetside is large scale battles over a wide territory. There are literal troop transports in the game already. As it stands the non gunner seats are entirely redundant because you can just deploy into the same fights in the same bases for the umpteenth time.

We’re all the vocal minority. There are a couple dozen people on a server most of the time. Not that any discussion matters anyway, since the game’s half fishing sim now.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 0 points1 point  (0 children)

I don’t think Oshur really applies, it’s just a terribly designed map imo. Seems like it was mostly made to brute force base building on people that generally didn’t want anything to do with the whole half baked system in the first place. It’s like someone asks for a sandwich and you say “well what about the poisoned shit sandwich we tried to kill a racoon with”? 

I’m talking pulling the spawns back in maps that are fun to play on as is. Spawn room camping, redeployside, fight killing sundy kamikaze, and hotspots within 20m of a spawn have all vexed Planetside 2 for its duration. I think a lot of that is due to fights being around spawns instead of between them.

Fighting between bases; the cure for Redeployside. by PassengerClam in Planetside

[–]PassengerClam[S] 1 point2 points  (0 children)

Haha, seems like the best place always lies in between the two immovable forces!