No BFR's in Planetside Next
It's interesting how many comments we get about BFR's. Well you can stop sending the "please don't put BFR's in PS Next" emails. They aren't in there.
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john_smedley
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Yaaaay!
(I never thought they were that bad... but not having them around will be nice. :) It will keep the complainers in check. :D)
sounds good
I mean, robots are one of the huge aspect of entire SF related material.
What should dev team do regarding this, is to show players the ideas and recieve feedbacks *even before* start working on them and if it's OK then modify them based on the feedbacks in Test-Server.
Just my 2cents here =)
My planetside addiction meter is tingling, but any new product won't be ready for a few years.
Thank you so much :D
It would be awesome if you did a weekly post about >something< about it? It could even be as little as "There is no Chuck Norris in Planetside Next". :D
Pardon my heresy, but Blizzard faced the same thing with Death Knights. When WoW launched, classes were on a bumpy, but mildly even field. With the release of DK's Blizzard had to make sure they were overpowered while trying to throw them into an already balanced game.
If you're willing to give BFR's a second chance, all you have to do is play the balancing act from the get go.
No BFR's! GOOD!
You should also fix Heavy Assault. Even before BFR's people were leaving because Heavy Assault was so off balance and turned the game into a short range point blank skilless kill fest. Anyone worth a damn uses Med Assault 90% of the time anyway. Heavy assault should be more of a suppression/cover weapon. Kind of like what a SAW or M-60 is to modern warfare.
The point
Balance; two aspects to the balance failure of BFRs:
1. The BFRs where actually overpowered and the correction took too long. Players were driven away by this.
2. The BFRs involved grinding for imprint. The hardcore players get the new stuff first and then proceed to incessantly pwn everyone that hasn't caught up yet. That drives away players.
These are the actual problems. BFRs could have worked, as many of the responses to your 'No BFR's' post indicate. Please don't miss the point; BFRs were not the _real_ problem. Balance and grinding for imprint were the real problems.
stupid stupids
I'm so excited
Please keep the updates rolling. This game is my happy place.
BFRs could have worked
I suggest that BFRs get extra crewmen for control of each weapon arm, for balance purposes turning them into heavy tanks and slotting them into the game in a balanced way as they were intended. They were not designed to be the half hearted efforts they are now, but dominant machines on the battlefield.
They should also choose one of the following:
-extra turret
-cloaking field (requires infiltrator pilot)
-regenerating shield
-flight pack (VS only?)
-weapon feeds (increase fire rate, TR only)
-extra armour (NC only)
This extra crew requirement and removal of the shield would warrant a slight armour increase and size increase. The different names would also become redundant and the game would finally have the heavy tanks it deserves. This coupled with the hard point system would make the game very appealing to mechwarrior fans while keeping the game balanced, hopefully bringing in new players.
Reposted from my website:
http://sites.google.com/site/planetside
BFR and Sanctuary
P.S. I think the idea of Sanctuary is amazing, its just for ppl without veh (Especially ground vehs) and new players (lack of certs)pain in the ass to try to get to the battle field.
BFR's
PS not "dirty" enough
If I appreciated anything about the game... it had to have been Gen. Holds. :)