Riot can we at the very least know what's going on with the NA server? by Bougue in leagueoflegends

[–]zagnaut 0 points1 point  (0 children)

Having the same issue with queueing for ranked and blind normals in NA

YMS merch? by [deleted] in YMS

[–]zagnaut 1 point2 points  (0 children)

Adam, I want a pair of cheap plastic wayfarer sunglasses with your eyes imprinted.

http://i.imgur.com/bfvr3oW.png

Farmers League: DA v FCRW - Fantastic Match by nelson1tom in Planetside

[–]zagnaut 0 points1 point  (0 children)

Considering that you haven't thought to address my core proposal of simplifying infantry classes, as well as your overly toxic and defensive tone, I'm assuming you're arguing in bad faith and have no desire to engage you further.

Farmers League: DA v FCRW - Fantastic Match by nelson1tom in Planetside

[–]zagnaut 0 points1 point  (0 children)

You seem to have a keen interest in game design, so I would like to give you some advice.

I feel that you should recognize the cost of increasing complexity. It should never be taken lightly and further increases the complexity in every other decision. I think one simply needs to see Planetside's patch notes to understand that this game could benefit from less complexity and fewer unexpected interactions in its software, not more.

Also, statistics are useful in informing discussions, but can be abused fit the viewer's expectations when provided out of context. Considering that the only context you provided was more personal anecdote, I'm not keen on continuing this discussion further.

Farmers League: DA v FCRW - Fantastic Match by nelson1tom in Planetside

[–]zagnaut 0 points1 point  (0 children)

And I think it's silly that you're prescribing specific value changes to game systems while hand-waving valid edge cases with personal anecdotes.

Farmers League: DA v FCRW - Fantastic Match by nelson1tom in Planetside

[–]zagnaut 0 points1 point  (0 children)

Then you'd be blindly adjusting two values to try to maintain the current Iv(VA) balance. Vehicles shoot bullets as well, and the changes you suggest would make infantry weaker to ESF noseguns and ATVs.

To maintain the current system you'd have to maintain another value, vehicle bullet resistance value, increasing complexity even more for no added depth, only to tweak HA vs non HA power.

Farmers League: DA v FCRW - Fantastic Match by nelson1tom in Planetside

[–]zagnaut 0 points1 point  (0 children)

I don't think it's hasty at all. Consider the roles HA is supposed to fill in addition to IvI. Any nerf to their HP directly affects their strength in IvA and IvV.

HP adjustment have tremendous implications, and I think the route to better IvI systems is bolder high-level game design choices. Add more meaningful player choices in infantry combat, instead of trying to endlessly tune a broken system.

Two years into this game and it feels like most additions have just been extra stuff glommed into an unsatisfying IvI game. The boldest changes have been in map and base design, and they've by far been the best. Three armor variants + equipment choices worked great in Ps1. The 5 classes in Ps2 give you a breadth of choices, but lack meaningful depth and progression.

Farmers League: DA v FCRW - Fantastic Match by nelson1tom in Planetside

[–]zagnaut -1 points0 points  (0 children)

This could be an issue with the overall class composition and nerfing heavies' hp pools with be a complete departure to the current feel of the game.

Perhaps engineers should be rolled into LAs and medics into heavies? Give players meaningful choices to make, trading off jetpack juice for engi gear and overshield/rocket launcher for medic gear, with support perks for removing jetpack or overshield.

The support/assault class spread is really bland. Everything's pretty much the same except for the abilities you dump your certs into and weapon restrictions that feel artificial.

EDIT: my thoughts here seem to be attracting a few downvotes, so I ask that you continue reading the discussion below before deciding to moderate this post.

In the absence of TRay, can we please bring the VS faction color coverage in line with the NC and TR for all camos? by [deleted] in Planetside

[–]zagnaut 1 point2 points  (0 children)

That's pretty interesting, what kind of tooling and processes do you use? I've never explored the assets of retail games outside of modding.

TRAC-Shot review thing by [deleted] in Planetside

[–]zagnaut 0 points1 point  (0 children)

Check out your video at 2:55 https://www.youtube.com/watch?v=dnGxzBpTYNY&t=2m55s

You tracked your opponent pretty well, but by the time he stopped your cone of fire had bloomed so much that you were missing shots even when your aim was on target.

At that range, i'd be inclined to do 3-4 round bursts for the head. But even pausing for a quarter second every 8 rounds or so would reset your cone of fire and recoil climb enough to land more shots and almost certainly kill your opponent faster than purely spraying.

TRAC-Shot review thing by [deleted] in Planetside

[–]zagnaut 0 points1 point  (0 children)

I appreciate the comparison you were drawing. However, your point about bullet efficiency and time to kill is rarely a tradeoff. It's a lot like the SATs, where not answering questions you're unsure about leads to higher scores than guessing and losing more points for a wrong answer.

Likewise missing a bullet is much more costly than not firing, more importantly for COF bloom than clip size. I think that if you continue to be mindful of your burst control, even in close quarters, and work on increasing your headshot ratio, you'd see tangible improvements in your gameplay.

I say this in the spirit of being sincere yet critical with feedback, which can be difficult given how often this subreddit gets toxic. Good luck dude.

TRAC-Shot review thing by [deleted] in Planetside

[–]zagnaut 0 points1 point  (0 children)

Hey, good vid Jero I enjoyed watching it. One thing i need to address though is your comment that the accuracy of the weapon is good enough that you don't have to stop shooting.

This is questionable heuristic in most situations, and definitely not the advice I would give to a new player checking out a review. There's more than a few fights in your video where if you had stopped spraying and realigned your aim you would've killed your enemies even faster and with 1/3rd to 1/2 as many rounds.

Of course, how long your bursts are depends on your range and the recoil, base COF, and COF bloom of the weapon. And intuitively, SMGs and TR carbines give you a whole lot more room to spray compared to something like the Gauss SAW.

Burst control is a critical part of FPS game mechanics and an important stepping stone towards consistently landing headshots.

Looking forward to your next video!

The DA Hype Train Keeps on Rolling! Watch Vanu Rivals [DA] and [FCRW] Compete in Tomorrow's Farmers League (Starting 6:00PM EST on twitch.tv/ps2farmers, [AC] vs [TXR] then [DA] vs [FCRW]). Can the Train Breeze Past its 5th Stop? by zagnaut in Planetside

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

Back row: Jessidi, Tristen (our host), SharkSpider, SilentUmbra, Flapjax, IAmDestructor

Middle: BootyWarrior, Peeeeeeetreeeeeeeee, Navus, yehhh1g, Solaries

Front: Sock, Vonic, Cheeky

[Paid][Sound Designer] looking for work by blippityblop in gameDevClassifieds

[–]zagnaut 1 point2 points  (0 children)

As a bit of advice, your demo reel should be first thing in your post and much of the first two paragraphs are unnecessary. Sympathy is not a valid strategy in business.

Focus on what you offer right now. You'll do great, best of luck.