Log in

What Planetside Next means to me

We all have our vices. For some gamers RPG's really do it for them. One of the things I've always loved about SOE is that we built our company on the core idea of making games across many genres, and that includes the world's first MMOFPS, Planetside.

I love Planetside. I really do. It's an amazing game. you won't find any other FPS where you can have a 100 vs. 100 battle raging. And we pulled this off 5-6 years ago.

There's a great description of a Planetside battle here:


I really couldn't sum it up any better than that. To me the idea of a massive firefight on that kind of scale is why I'm a gamer. 

Planetside had a lot of really great things about it, but it also had some frustrating things. The whole Sanctuary concept is something that slowed things down too much. We also didn't get people back into the action quickly enough.

But the core of Planetside - massive battles with vehicles and infantry was something we nailed really well.

To me, Planetside Next means we get a chance to take the essence of everything that was fun in Planetside and make it a lot better. Massive battles on a scale no other FPS will touch. None of this 64 player stuff. REALLY MASSIVE. With much better organization, and a tight focus on making sure the action is always going on, with awesome graphics.

Damn I love Planetside. I really do.



Planetside Next...

First I'd like to say I loved Planetside from the very moment I stepped into it. Thank you John and SOE for creating such a fantastic world!

I played a great deal of Planetside during very early closed beta and early release, particularly. These days were the game's golden ages. I was a CR5 commander in beta and live. The command system was great, but I think you need to keep playing at least semi-hardcore to maintain it. As young teenagers and children got command rank, it started to get out of hand. So many people have CR5 now on Planetside it disgusts me.

I would have to agree with other posters in saying that Planetside has truly become session based. When I utilized the command system early and put together some of the very first 'raids,'the game was truly a simulated war. Massive. Commanders were almost playing a macro heavy RTS game. I'm not saying that small micromanagement based squads are bad, but you actually had the option to play with these massive armies.

This wasn't the best screenshot I found of this, but if you were on during the last days of beta on Markov, you should remember this: http://mrzioto.com/games/ps/bfb.jpg

It works, believe it or not. Early in Planetside, it was used as a hub to organize squads, plan missions, create raids such as in my screenshot. Since the game has become so session based, it is now seen as an obstacle. One early change I remember is when they broke up the Sanctuary into 3 separate areas, obviously at the time for performance reasons. This contributed to killing the social aspect of Planetside. Another thing, in the early days, people actually cared about being in an organized squad. No one wants to zerg and die over and over. Planetside used to be a game where your squad actually paid attention to chat and listened to instructions. To get high command rank fast, I needed to work with a good squad. Nowadays, you are LFS from logging in, get invited to a squad almost instantly, and proceed to zerg. Even without voice chat, I was able to make a very organized squad.

More 'end-game' situations: Giving enemy tech for capturing home continents was a start. Why not add Sanctuary raids?


Lessen the cooldown to 30-60 sec, possibly instant. Perhaps to conteract abuse, limit the amount of times you can use it, or add a few minute cooldown after using it, etc. Still a great system.

Battle Rank:
It worked out. Certification points need to be scarce. Having a ton of certification points was bad for the game. Why? Because if you had a large amount of points, you could do almost anything on your own. Having low cert points helped contribute to the MMO factor. You needed that solid Medic, or that Galaxy pilot to get from Point A to Point B, etc.

I can't say how demoralizing it is to play modern day Planetside. There are hackers on almost everyday that are playing just blatantly. Who knows how many toggle on randomly to get a great K/D, but are careful about it. With paid undetected hacks, whose to stop you? Even people blatantly warping and destroying generators take several hours to be removed from the game world. They come back with another free trial and are at it the next day. Please do something about hacking from the start. Put a real emphasize on development: How can we make this game hack free? What kind of systems can we implement to quickly remove hackers and exploiters from the game?

Positional Shots:
The game should have a higher skill cap, enough said. Not being able to shoot headshots is one of those things that really ruin the immersion and fun of a FPS. I beg that with newer technology you can make this happen!

Bases: Give us more of a variety. VASTLY edit the floor plans. Give us more interaction other than command consoles and generators.w

Environment based battles: Bridge battles were some of the funnest times in Planetside! Make sure environment makes for a different variety of battles again! Islands, bridges, craters, etc.

Music: Great job in the original! The tracks are great, and I love how the music can change based on resecures, etc. Please deliver again!

Re: Planetside Next...

(cont from above comment)

Visuals: Awesome, and the best part is my framerate back in 2003-2004 wasn't awful, even without a top end computer! Do this again and you have gold.

Beta testing and release date: Don't get pushed around on this. PLEASE PLEASE PLEASE do not release this game until it is DONE! Planetside was NOT. It was the shell of a game with more potential than any MMOFPS ever created.

Thank you for reading!

TR Markov CR5 - Beta/Release
DROW Planetside Former Team Lead

Re: Planetside Next...

Hacking - this is something we are going to address in the current version.

With regards to the Sanctuary. Our goal would be to provide more ways to organize, not slow down people getting into combat by a forced mechanism. That's all. Someone else commented that I shouldn't focus on the sanctuary for PS Next, and I'm not. That just came to mind as one of the things on our list.

We are planning on patching the current game here relatively soon. We'll have more details in the near future about what's going into that patch.


Re: Planetside Next...

No sanc, outfit bases :)

August 2012

Powered by LiveJournal.com