Original Post — Direct link
about 4 years ago - /u/Wrel - Direct link

Definitely some similarities in the overall sentiment, but it's worth remembering the actual state of things back then.

What we've implemented with Outfit Wars is actually creating fights, massive, sprawling, multiple-base hotspots around the map, with far less lattice stagnation than we've seen in the past few years. That's something to be proud of, and the game as a whole has become more alive as a result. Compare that to WDS pre-season 2, where there were practically no fights at all because everyone was running circles around the map with literally no resistance, not super healthy.

The reason this has some positive repercussions for the game is because we did take player psychology into consideration. It's pretty clear we've answered the "why we fight" question for competitive players with Outfit Wars; the bad thing is that the way it's being done is toxic Outfit to Outfit. We'll certainly make changes in the future, and we've got some solid ideas on how to remedy this while still tieing it into the core loop, so the game as a whole continues to reap the benefits.






Recent Planetside Posts

2 days ago - Mithril