I agree, but as I said. The game uses a few different definitions.
I want to be on the same page.
Flipped point is likely what we'll go with since that's (unfortunately) what registers a base as no longer secure, but timer ticking is the ideal.
I agree, but as I said. The game uses a few different definitions.
I want to be on the same page.
Flipped point is likely what we'll go with since that's (unfortunately) what registers a base as no longer secure, but timer ticking is the ideal.
What was the goal you wanted to achieve by removing it? Is there something different that could be done instead?
Regarding the design goals: https://www.planetside2.com/news/planting-a-flag-this-anniversary
Unrelated to the priority system above, we've also disabled the remote-deployment of vehicles at the moment, with the goals of slowing down the pace of deployment around the map, bringing us back to earlier times where terminals had more value as sub-objectives, and vehicles could more easily find gunners willing to hop in. This change is non-destructive, however, and we can return it with relative ease if the design goals aren't being met.
After watching the spawn system play out for a bit, I think we're in a decent spot overall. Preventing quick p...
Read moreAt the risk of being "that guy", I do want to give my appreciation and thanks for communication. Any is better than none, even if its just to acknowledge that a problem exists.
I would love to know if the Devs know that the NSO Hummingbird is functionally unusable as it can't hit any targets whatsoever?
Just knowing the Devs are aware is big.
I can give hummingbird another look.
As a quick note, we'll be bringing vehicle quick-pull back early this year, and will be taking a pass on the bugs associated with it before doing so. Some have suggested that the feature only appear at certain bases, and we'll give that feedback some consideration before re-releasing it back into the wild.
External link →Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.
For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...
As an impartial, totally not bias, member of the player base and not 3 devs stacked in a trench coat . I think you’re doing great. Now if you’d sign off on this promotion to grant me unlimited creative control of the game and it’s design that’d be greeeeeaaaaaaatttt…. Wrel’s face on everything! All outfit logos are now wrel! Nanites replaced with wrelites. Cortium is now precious chunks of wrel. I’ve got notepads full of ideas! Notepads wrel!
Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.
For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...
Read moreYou can't make it fun to fight. The goal for the defender is to make it hard to approach, weaken or destroy his base. If you make it easier for attacker to do any of that, then why would defender even bother to build the base in the first place?
Thinking back, it's hard to remember the times that I've had a fun fight at a base that was easy to steamroll -- designer-made or otherwise. Defensible bases tend to create a better back and forth and longer fights (Quartz Ridge and Indar Comm. Array are good examples,) if you can have spawns set up close enough to tension points.
To that end, construction in its current state uses a lot of "unfun" mechanics (like Pain Spire, Auto-Turrets, one-way shields,) to make them difficult to take, and the distinction is important. You can have fun at a challenging base if you have access to counterplay moment to moment. It's hard to say the same about a base where a fiery monolith is draining your health from the other side of a wall.
/u/lorrmaster made a series of posts on replacing modules with buildings as playspaces that you should check out if you didn't see them.
https://www.reddit.com/r/Planetside/comments/yd8suj/construction_fan_model_5_repair_module/
It might help.
I've seen these. They're all great ideas.
The main goals will be to make Construction fun to fight at
Yes, thank you. This is the right mentality to have if construction is to see any actual progress.
Those autoturrets, skyshield(EMP/burning effect), one way shields, and pain spire need to go. Also please don't cave in like last time and roll it back just because a handful of people make a big stink about it.
Also please don't cave in like last time and roll it back just because a handful of people make a big stink about it.
There was actually a lot of value in that interaction. It helped solidify who the audience of people actually building was, and releasing the proposed odds and ends without a full battery of changes would have only caused more pain for the players who are actively engaged in building.
At the same time, I doubt the needle would have moved much on the players who actually choose to participate in fights around construction bases, as there are more problems there than a few unfun mechanics.
Can we expect a roadmap for 2023 like we got for 2022? Really liked it.
Hard to say. I think players were generally excited for it, but honestly, I was pretty disappointed when we started losing steam mid year and couldn't follow through. We might end up making a compromise this year, to avoid additional pressure on the team, and disappointment from the community.
Indeed. The main goals will be to make Construction fun to fight at and reduce the barrier to entry, but we'll speak more about that later this month.
We'll do a pass to clean out those old missions. Won't land in this week's update, but likely next week.