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[Official] Planetside 2 Thread - Page 216

post #2151 of 3017
Quote:
Originally Posted by Reloaded83 View Post

"test server"

They're firing up a test server?

VVVNNNNNNNNNNNNAAAGHAHAHAHANNNNNNNNNNNNNBEHACHT

Sorry, please wait a moment while I straighten things up. Everything was disturbed when I fell to the ground and thrashed about like I was having a religious experience.


.....

IT'S ABOUT FRICKIN' TIME.

I'm a little less worried now, assuming they'll allow enough people on the server to accurately simulate the live servers.

But anyways, you did notice that it's not a matter of capturing routes right? Bring the picture up to full size. There are still numerous individual territories on each route, meaning that instead of hopscotching all over the map, people are going to be moving down a linear path.

Think about it: as soon as you capture a territory, what do you do? you pick your next point of interest and you make a bee line straight for it. Now the shortest route from territory to territory is straight down the road. Unless you want to go down a different road, in which case it's a lot easier to just respawn at the highest point on that route, because in a lot of places the terrain is impassable on foot or vehicle without a certain spot to access it from, which might be well out of your way or in enemy territory.

Trust me, linking the lattice system to terrain, and then keeping the hex territories only in those areas, is going to have a lot of problems.
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post #2152 of 3017
Well since no one can be certain for anything how about we wait for the test server and see how this turns out?

In my opinion this new system is there just so the zerg can get more directed just as Higby described. Anyway let's just wait for the test server and see what people's feedback will be.
post #2153 of 3017
Quote:
Originally Posted by Higby 
Now, before you start posting "Why isn't X connected to Y, it's connected to Z but that looks dumb!", this is just a first pass on the connectivity, and our next step is getting this played by you guys so we can figure out if 2-3 is the right number of connections or if 3-4 is better, or maybe 1-2! We won't know until you guys get a chance to really PLAY IT. Now, this is still at least several weeks from going live... however...

Within the next week or so (fingers crossed!) we will launch our new Public Test Server. Once we have the Test Server up we will be putting this current iteration of the hex connectivity on there and asking you guys to come play it and let us know how it works. From there we will be making modifications, finalizing the plan for the Indar layout, integrating the other two continents into this flow, and iterating on the other features I mentioned above as well as tuning capture times, rewards, etc. We've been working on a plan to get a Public Test Server up and running for a while now and we'll have more details about how you can access the server as we get a bit closer.

A quote from the Planetside forums about the hex system and test server.

I'll respond about it when I get home from work so I can actually focus and think. tongue.gif
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post #2154 of 3017
Quote:
Originally Posted by Reloaded83 View Post

A quote from the Planetside forums about the hex system and test server.

I'll respond about it when I get home from work so I can actually focus and think. tongue.gif

It's not the connectivity that bothers me, its the fact that the territories are still there, just crammed in those tiny little avenues. I'd prefer to see a full return to the lattice system, where you could have a full scale battle raging off in the wilderness for hours just because someone got caught trying to flank someone else, and no one is willing to give up any ground. But not even outfits are going to ignore the fact that they can just waltz right up each of those avenues and collect certs for each facility capture along the way, I'm sorry. At the end of the day we all have at least one more 1000 cert purchase we're working towards.
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post #2155 of 3017
Quote:
Originally Posted by SlackerITGuy View Post

Dev just posted over at the official PS2 forums saying that they have a fix in place for the severe performance issues brought by GU4.

EDIT: From the PS2 forums:

Can't wait to get off work to try this out! I was rather upset last night, when I logged into 25FPS in empty space, when just a few hours before I was running 60-110FPS
Quote:
Originally Posted by Ganf View Post



The old lattice system had nothing to do with terrain. Players were left to utilize the terrain as they saw fit. This new system is directly tied into the terrain and is going to change fights in ways that we can't even conceive, because groups of people are going to constantly find areas that they find the easiest to exploit and sit there. Just like what we're seeing with The Crown. Which, by the way, did you notice is only connected in two places? That's going to cause all kinds of problems, because despite this new system people are still going to flock to it looking for easy certs.

I gotta agree. Alot of the areas on the map are restrictive to how they built the maps. The SE is a prime example, unless you follow path A or B you will have to jump off a cliff, or fly a Galaxy of troops over a cliff to bypass the heavy chock points. The North and the West are a bit different. They offer alot more open space which will allow flanking. However, I'd estimate 80% of the players will follow the "path" laid out before them. It's easier, and it provides a steady stream of certs.
Quote:
Originally Posted by TheByt3 View Post

Well since no one can be certain for anything how about we wait for the test server and see how this turns out?

In my opinion this new system is there just so the zerg can get more directed just as Higby described. Anyway let's just wait for the test server and see what people's feedback will be.

I don't support giving the "zergs" a direction. That's what kills the game already, you get a horde of noobs rolling out, they honeslty have no idea HOW to fight. They just slam numbers against numbers. Whoever has more, tends to win. I don't support this type of battle. A good example is fighting at cross roads. I had my squad of tanks...6 of us total in mags. We heading south to capture the tech plant..However just after we headed out we ran into a large group of "zerging pubs" with there own mass of tanks. I'd estimate it was 30-45 tanks. Our group of 6 completely wiped out the zerg. Why? We should have been wiped out. However pubs fear losing there K/D and they will turtle up and fire from safety.

Leading pubs down a set path will only lead to static fighting, once they hit a sizable defense it will turn into a crown fight. Everyone takes cover and fires endless at each other till a small group makes the move that assure victory.
post #2156 of 3017
Quote:
Originally Posted by Kazumi View Post

Can't wait to get off work to try this out! I was rather upset last night, when I logged into 25FPS in empty space, when just a few hours before I was running 60-110FPS
I gotta agree. Alot of the areas on the map are restrictive to how they built the maps. The SE is a prime example, unless you follow path A or B you will have to jump off a cliff, or fly a Galaxy of troops over a cliff to bypass the heavy chock points. The North and the West are a bit different. They offer alot more open space which will allow flanking. However, I'd estimate 80% of the players will follow the "path" laid out before them. It's easier, and it provides a steady stream of certs.
I don't support giving the "zergs" a direction. That's what kills the game already, you get a horde of noobs rolling out, they honeslty have no idea HOW to fight. They just slam numbers against numbers. Whoever has more, tends to win. I don't support this type of battle. A good example is fighting at cross roads. I had my squad of tanks...6 of us total in mags. We heading south to capture the tech plant..However just after we headed out we ran into a large group of "zerging pubs" with there own mass of tanks. I'd estimate it was 30-45 tanks. Our group of 6 completely wiped out the zerg. Why? We should have been wiped out. However pubs fear losing there K/D and they will turtle up and fire from safety.

Leading pubs down a set path will only lead to static fighting, once they hit a sizable defense it will turn into a crown fight. Everyone takes cover and fires endless at each other till a small group makes the move that assure victory.

thats something i well never understand the almighty K/D and why people care.
post #2157 of 3017
I remember a time when most FPS's didn't record your Deaths, thus the magical K/D did not exist.

Good times.....
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post #2158 of 3017
Quote:
Originally Posted by mk16 View Post

thats something i well never understand the almighty K/D and why people care.

Me neither. I've got a good K/D, however I don't structure my gameplay around it. I push into objectives, clear points, provide in fight medical revives. I don't fear getting killed. I like my pretty SPM over my K/D..lol It's a primary reason my general rule for my outfit of 110 players is "If I see you at the crown, you better just be passing through" Cause, it's a waste of time, and skill. You don't learn anything firing off a cliff, or firing up a cliff. It's just a meat grinder for certs.
post #2159 of 3017
well the update kill my ability to play......... i drop too 2 fps when more then 7 people fire their guns off.
post #2160 of 3017
Quote:
Originally Posted by mk16 View Post

well the update kill my ability to play......... i drop too 2 fps when more then 7 people fire their guns off.

That happened to me, when I was overclocked to 4.7ghz... Toned it down to 3.9ghz and now I'm fine.
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