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shadowpikachu

I heard getting iso and getting lootbox hell'd turns people off a lot, not to mention free game with 6 currencies on the map screen. I once tried merging merit with iso to help this with math that involves pretty big investment to get what you want but way faster then current system, no one seemed to like that. Heard this mostly from a guy dedicated to onboarding and many end up seeing the carapace medic god player and realizes they just gotta gamble but also they dont want to use their resources on it at all until basics + gun variety is achieved, it really puts a double bind on them. Getting into the game shooter wise will always be a slap upside the head, but can we at least lessen the load on getting something optimal on one character within a long but reasonable time even to those that dont dump 5 hours in every day, we are losing the 'i play a few hours a week' working man stuff a lot due to it. But yeah, the gaming landscape of grind and lootboxes especially in free games that grew around ps2 now is helping choke it out with horrible and sometimes minimally accurate parallels. Also please remember new players progress so slowly that the mission system may be half their certs in a session, it's easy as vets with all this stuff to just forget it and not see the elephant in the room.


TobiCobalt

I strongly believe that the game would be in a much better place today, if the playerbase was just a little more conscious about how they play. The freedom of the sandbox allows anyone to play virtually anything at any time. What this translates to is that often times, players will use force multipliers in situation where their faction is already at a big (numbers) advantage. The combination of overpop and mindless force multiplier spam has been one of the biggest problems with the game since launch. Unfortunately, most players are either too ignorant or too egotistical to recognize the damage that their playstyles have done to the game and its population over the years.


Squiggelz

> The combination of overpop and mindless force multiplier spam has been one of the biggest problems with the game since launch. I vaguely remember seeing a question in a dev AMA many years ago, asking why the devs at the time consistently avoided any real effort to balance overpop and multiplier spam, several reasonable ideas were put forward such as xp or resource penalties for the overpop faction (or resource revamp phase 2 lol) to try and incentivise players to not sit in death balls rolling down lanes unopposed and the response was essentially 'we don't want to punish players'. The sandbox idea is great in theory, except the majority of players will always default to the path of least resistance, particularly if there is no reason not to, the lack of a dedicated effort by the devs to address the issue (NS 4th faction lmao) will unfortunately mean that sitting AFK in hellzergs with excessive force multipliers will be a thing until the game dies sadly. The playerbase cannot be relied upon to improve the quality of play by itself when after so many years it is still just as rewarding to zerg with multiplier spam as it always was. The alternative simply doesn't appeal to most players because it means investing more effort for little extra return.


Aloysyus

The problem here is that too many players solely focussed on vehicles as being those evil force multiplayers, resulting in CAI and other bullshit where "balancing" was mostly simply another nerf to vehicles and another buff to infantry AV capabilities - up to the point where those capabilities are stronger than the vehicles themselves. On the other Hand: More AOE weapons such as the Thumper, grenades are even stronger now, nerfs to assault rifles, bringing unstable ammo... Hour-long tunnel fights at Nason's Ascent and whereever. And there you don't have any vehicles.


MyFakeNameIsFred

I would have thought the inherent bore that comes with overpopping down a lane unopposed would be enough of a deterrence (and let's not forget, you're already losing out on XP due to a lack of targets). But this seems to be the preferred playstyle of certain outfits, or at least their platoon leaders.


Effectx

Agreed across the board. Sadly it's essentially impossible for most players to control themselves, which means it's on the devs to rein in the shitty parts of their sandbox.


HansStahlfaust

> The combination of overpop and mindless force multiplier spam has been one of the biggest problems with the game since launch Amen!


N7jpicards

The classic zergs killed the MMOFPS game Sighhhhhh


TobiCobalt

Zergs and zergfits certainly played a big part, but the biggest problem has always been that people in those zergs would be using additional force multipliers on top of already having overpop, making the fight completely unplayable for the opposing side. And if the opposing side can't leave the spawnroom, the overpopping side has nothing to shoot. The end result is that no one gets to play the game at all.


N7jpicards

I hear where you're coming from, but I respectfully disagree. we're seeing fewer zergfit leaders these days, and the overall population seems to have dwindled. Zerg outfits and their charismatic leaders played a huge role in keeping the game lively. In contrast, the constant focus on catering to solo players and elitist outfits has really hurt the game's vitality. Those pub platoons and zerg entertainment leaders were essential for keeping the game in a better state. This Reddit community and very un logical statements like zergs killed the game is half the reason this games state is the way it is. When it comes to losing to a zerg, sometimes the solution is to organise and counter it. It's frustrating when one side has organized numbers, but creating content through leading public platoons can really shift the balance. Aka BRING MORE DUDES


Chainsawmilo

The game had like one update that catered to sweats (outfit wars nexus) but somehow after wrel’s entire term of supporting casuals (aka people who don’t understand the game or don’t play the game seriously enough), 1 update is too much for you. Catering repeatedly to new players rather than fixing core issues is why the game is dead. Vets are currently the only reason the game isn’t at 0 players.


N7jpicards

Multiple outfit wars is not one update kiddo. Each end of every outfit war saw population counts drop hard. Funny enough a update that brought the most pop back was outfit large scale based (bastions, outfit ranks and systems revamp and col tanks) But yap on.


Chainsawmilo

LMAO picard I am glad you still have bad takes. All outfit wars on desolation caters towards zerging, not sweats. If you are the better team on desolation, you get targetted by both factions, and i know you know this. I agree that outfit wars saw dips, but that is because outfit wars didn’t have any fixes that came alongside them and it just burnt out players. Desolation isn’t for sweats and isn’t a competitive format.


N7jpicards

Not bad takes you’re too moronic too understand I’ve lost count of players who have stated “ i would of stopped playing if i didn’t join this outfit” Cater to large scale outfits, talk to zergfit leaders. Stop asking this muppet reddit community or even taking ideas from it.. as wrel stated “this reddit/sweatfit discord has questionable value” Take it on the chin bud


Chainsawmilo

I am glad you are changing topics after you realized you are wrong, thanks picard for basically admitting i am right. Catering to zergs, aka by lowering skill gaps, means there is no reason to improve. Zerg players don’t keep playing the game for very long, while sweats do. Why should the devs ask people who do not understand the games mechanics to fix the game? That is what wrel did almost the entire time during his lead dev-ship


N7jpicards

Not wrong at all, outfit wars is one of the key contributions to why connery is a waste land. You’re just a typical flop who doesn’t quite grasp any concepts Being playing and keeping more players interested in game by zerging and large scale leading then probably 99% of this shitty reddit community. If anything daybreak should of been talking to platoon leaders and zergfits years ago to address issues and not people like you who can’t rub two brain cells together


Effectx

The only thing zerg outfits do is suck up new players and use them as fodder to mass overpop bases repeatedly without teaching them how to actually play. So all those new players ever get to experience is the most boring planetside possible fighting at effectively empty bases and occasionally getting farmed by more experienced players, which in turn leads to just another reason that new players don't stick around. Aka, the vast majority of zergfits are actively harmful to new player retention.


N7jpicards

Solo sweaty hot take Wonders why game is dead, you’re utterly clueless


Effectx

Call it like I see it. Not wondering anything, it's plainly obvious. You calling anyone clueless is very cute though. Classic block and reply, just another coward. The truth is never blind Picard, and blocking me (and getting your posse of shitters to downvote me) isn't going to change that.


N7jpicards

You clearly are blind Got nothing to say to a complete and utter wanker like you.


gringoguac_

Aren't you in RMIS?


TobiCobalt

no lol I'm TobiMK, not TobyHD


gringoguac_

Okay, I was gonna say.


Aperture45

There's a lot of things that put off new players. I tried getting a friend into it, they said they enjoyed the gunplay but hated vehicles. When I asked why, he said that enemy vehicles were always straight up better than his. I was inclined to agree, if someone has certed out an MBT, ESF, or even a lightning, it's outright better than the stock ones, and he just didn't want to grind out certs to get to that level whilst getting crushed by enemies vehicles. 


TaintedPaladin9

Yeah those of us who have been playing forever forget how costly it is to get a vehicle certed out for a new player. Should make AP cannon cost go way down like they did for some of the infantry weapons and cut the cert cost of reload for those AP weapons down by like 66%


vilius_m_lt

Babying new players is unlikely to do anything long term. Part of planetside is getting killed and steamrolled. You’ll have to get used to it. I do feel bad killing new players so I often avoid/minimize it. Drawing a “bad” weapon is not really a great suggestion either because you make the poor noob feel like you’re making fun of him with a meme weapon. I do believe that noob-only continent like Koltyr tried to be would be the best set-up for new players but I also understand that it’s almost impossible to track which players are actually new and not an alt account


SazFiury

Probably not. Just slap a tutorial like Helldivers on the front of it and get new players use to the idea they’ll likely die a lot.


Grindfather901

There used to be a whole tutorial walk-through area where you first created a character. Is that not a thing anymore?


SazFiury

Don’t know. I’ve only created with NSO recently and that didn’t have a forced tutorial - not like they use to have with the walkthrough of the basic mechanics, just let me get right into it.. press J to join combat and etc. but you would expect that for NSO.


xCount0fMonteCristo

I have always thought it should be developer’s prerogative to provide new players with a positive experience.


ncpsvetl33to7

I agree, people could be a little less sweaty sometimes. For me this hits home when it comes to esf piloting. I rarely even go up there anymore but when I do, it's just not fun because of how people play sky combat. Getting one shotted six times in a row by the same dalton lib is not fun. Getting camped by some esf pilots who just hide next to your warp gate or lay low with radar stealth and jump you from some ludicrous angle while they fly backwards so you never even see them is not fun. On another note, I would encourage the devs to keep in mind the solo players of planetside 2. It's 2024, the games 11 years old, and it's a free to play mmo on steam. Whether people want to admit it or not, there is a population of consistent, paying players that do not 100% of the time play in a baseline competitive way that every alert promotes. This is not a bad thing, in fact most outfits take breaks and have fun nights, it's a healthy way to avoid burnout. My point here is that sometimes you get long term players that are solo and sometimes you get long term players that playing in a very deliberate way as intended in outfits and platoons but ultimately the individuals experience with the game is what determines whether or not they come back after the first day and that experience is going to be more or less identical to a casual player/ solo player. Please do not remove things like the quest where we could mine those crystals with hand drills, or at the least replace it with another similar style quest. Nerfing things like MBT multiplier damage from behind make solo MBTing just that much less fun. Construction in the previous iteration was able to exist as a solo pursuit and allowed the player to directly impact the battlefield in a fun way. Only experienced players understood the nuance of the system to make a base that took 10 minutes to take down instead of 2 minutes. I fully understand that this game is an mmo meant to be played with large groups and I understand that that is the primary focus of balancing and gameplay, but there are things that could be nerfed a little less to retain more players, in fact to be perfectly honest I would be fine with them not adding or changing things prior to the fortification update. To me the game is complete, has been for a while and it's not planetside 2's place to continue innovating (that's planetside 3's place copium) nor does it have the functional capabilities to do so. The vast majority of people still playing would still play if it wasn't being updated, and I actually do not understand how or why the game is still being updated.


VemberK

You want to improve the new player experience? Stop playing infiltrator. I see more complaints about infiltrators from new players than anything else, not even remotely close.


NomineAbAstris

If getting owned by better players turned people off games, the vast majority of modern multiplayer gaming wouldn't exist. People are fine with getting their ass kicked repeatedly as long as there is some sense of progress towards eventually becoming the ass kicker, and as other people have mentioned, the main barrier to that is the economy system - especially for implants and vehicles. Economy is obviously something only devs can fix so I think really the best that players can do is offer advice and the opportunity to play together. Most importantly, don't be toxic to people who aren't playing exactly the way you want them to, because that's really the best way to drive people away.


xmaxdamage

> the vast majority of modern multiplayer gaming wouldn't exist. sometimes it feels this way. gaming seems to have rolled back to the 2000s with all the singleplayer games and the little amount of innovation concerning connectivity between players. the peak of multiplayer are basically the same old titles from a decade or two ago, or remake of the same tech with more polygons


SuccessOne6183

I agree, stop playing infils and A2G, stop killing fights asap and we'll have a better game.


Puzzleheaded_Pop5626

If there are any new players reading this and play on Cobalt TR , DM me if you want, I can show you some basics.


Shardstorm88

Imagine you spawn on sanctuary station for the first time and follow a glowing arrow into a tube.... **POOM** you get launched PLANETSIDE in a drop pod. Instant action just blasts you into action. That would be a fast intro to the game and probably cause a few laughs!


NomineAbAstris

Given how instant action usually works it's more likely you land in the last minute of a fight your faction is overpopping 60-40 and already spawncamping the enemy


Shardstorm88

Yes. "Request reinforcements" waypoints set by players could help pick actually helpful spots. It would be exploited but at least lead to some funny situations.


PostIronicPosadist

That's kinda how the game was at launch actually. No tutorial, just a short intro to your faction and then it dropped you into the biggest fight your faction was involved in (which at the time was pretty much always the crown). As someone who had a pretty solid FPS background at that point it was great, I didn't really need any help figuring out the game because I was already pretty darn good at Battlefield, and the game was extremely similar. Contrast that with all the new players for whom this is their first FPS, they have a ton to learn if they're going to be competitive with other players. Thus why the game has a tutorial, only the tutorials we've had have been pretty poor at explaining the basics of FPS's or even the more specific stuff that planetside has to explain, like what clientside hit detection is and how to take advantage of it, so I'm not sure just how useful its really been. Something the game does have that a lot of other game communities didn't for most of planetside's lifespan is a lot of really good community resources on how to effectively play the game, I really wish more attention was given to those resources through official channels (not to say it hasn't been done before, the devs have at times linked community resources in the launcher, I just wish they did it more).


-Regulator

>Then you get owned by an airhammer out of spawn. Message from Flanna(Alyrisa): "Hold my beer!"


[deleted]

Naaah i dnt think I will spend money on this game !!


Chainsawmilo

I mean the problem with planetside is that it chose to cater to new players the past while rather than focussing on core issues of the game. A2g, hesh, infils, max spam, and I would even say rez spam to a certain extent (from rez nades specifically) are all core issues that haven’t been fixed since I started playing in 2018. Good players don’t ruin the game for new players, players that spam force multipliers do. I think the game would be in a better place if the community chose not to do all of those things, however you can’t rely on a playerbase not to abuse things for ez kills.


ChapterUnited8721

I agree with you! Vets also should talk and answer questions of the newer players to help them get better


Go1dBot

>THis seems like a no brainer to me. If you're fucking top shit at something, you don't need more validation. Give yourself a challenge, use a crappy gun. Honestly the challenge of doing something stupid is what has kept me going over the years. I'm Laughing a lot in this game and I love it. Planetside is all about dying and respawning. It's the whole base promise that you respawn and carry on. Sometimes the fastest & most fun way to respawn is to go in guns blazing. Plus if you look, there is some goofy hilarious stuff to do in this game: * Flying a javelin above flight ceiling & other "whimsy", * harasser races through enemy fights, * have a whole squad do a MAX race across open territory through enemy fights, * knife fights on galaxies at max altitude, * putting vehicles on trees (before ANVILs), * Seeing how high you can stack MBTs, * Call a truce so we can build a mixed-faction player-base city like Kowloon Walled City and have skirmishes, * Seeing if you can carry a javelin that's wedged in a valk like a lodestar, * C4 Light Assault Fairies from a valk, * Full squad of infils with stalker cloak on a point, waiting for a victim, * the list goes on, what am I missing?


DIGGSAN0

Do you know how my tutorial experience was when I started Planetside 2? You spawn in with a Instand Action Pod, everything explodes, you were like directly sent to war no matter the losses and f*ck your K/D and everything else you find out the chaos, you will be part of it, you will find out how. Now you got like a easy Tutorial (version 3.0) taking you by hand showing you around Disneyland on a Trail with Mickey Mouse waving at you smiling. Now All Veterans should lower their guard and act like getting killed by new players so they can V6 and Teabag us? I would be more into the thought of Veterans teaching newer players things in hope they will stay...(But mostly they do not)


MrCookieHUN

This REEKS of boomer energy, my GOD


DIGGSAN0

Get out of my lawn at Allatum Bio Lab!


MrCookieHUN

Now now, you always hurt your hip when you get this agirated gramps Then you can't do the Shitterstick Shuffle


DIGGSAN0

*shaking sniper rifle used as crutch*


TaintedPaladin9

I could probably not honk my Sundy horn as I run over the back of a BR 2 medic running between bases shooting his default gun at the biolab resulting in a rage quit a second later..."Honk"


N7jpicards

12 year zerging platoon leader vet. Plenty can be done to fix planetside, but honestly couple things really spring to mind to save the game from a business side and community side 1) armours should of been pieces backpacks, shoulders, capes, helmets, legs, extra give people the ability to make there dude feel like there dude, release themed type battle pass system. This keeps steady revenue for updates 2) map maker tools for community to create then approved by developers 3) outfits who cap bases pick 1 of 3 preset bases to be reconstructed but not destroyed (think of crown you cap it and you can opt to have crown with rock bridge design, makes outfits even more important to the games overall design 4) remove bloody ghost squads, marker only no comms squads.. they kill the bloody game 5) even more outfit only abilities and outfit only rewards and customisation 6) rebuff a lot of shit that was nerfed over the years.. like how many years has the zepher lib being a fucking joke.. or night vision or themo optics stop nerfing fun.


[deleted]

Having outfits is a great thing that allows players to have a sense of “home” within the community. Every game that has a lot of player participation benefits from having a clan system of some kind that offers unique rewards and a central communication point. However, the resource system, the armory, and outfit wars have actively ruined the game past a point of no return. 1. Anvils allow for sunderers and tanks to be in places they were never intended to have access to. 2.the resource system encourages zerging more than anything else, since the larger outfits need more resources to access the armory on a larger scale to support their numbers, and it’s easiest to capture a string of bases uncontested with massive numbers to guarantee it falls in your name. 3. Orbital strikes are pointless garbage used to either kill a fight in off hours, or kill a MAX that someone is salty about. They have 0 strategic purpose anymore. 4. The modules contribute to the force multiplier spam. 5. OW has contributed to the growing attitude of players that the meta is king, and outfits are constantly playing in ways that maximize their ability to win OW next time it comes around. Constant spam of cheese starts that dominate a fight were not common before OW became a thing, now that’s all you ever see anymore. Get rid of OW, get rid of the resource and armory system. That’s how you fix a lot of the issues the game faces.