Planetside 2 Tracker

David Bennett
Game Designer

I've always been a fan of allowing new players to spawn at any fight (they arent a large enough population for it to matter), and they already have their own instant action rules that are more liberal than normal instant action. So ya, under BR 10 or 15, or even 20 - spawn anywhere. They dont have the experience or the numbers to make a significant impact on the fight balance.

Posted on reddit in One of the biggest complaints about this game is the difficulty of finding fights. on 25 April at 03:07 Link
David Bennett
Game Designer

Always ways to mitigate. One way is that only the top N scoring players count towards outfit rank. Another is factoring in the difficulty of the capture. If you steamroll a base without opposition then it's not worth as much as one that had opposition. This was a cornerstone to PS1 rewards that I've mentioned in other threads is a significant gap in PS2. It's the same thing that ultimately foiled WDS - no risk/reward scaling.

There's a lot of ways to address large groups. One is you can scale the value by the size of the outfit. Another is only counting a certain # in the outfit to calibrate all outfits. You can also normalize across the outfit (though I don't like that approach because it discourages outfits from bringing on new less, skilled players). Ideally you want something that does the scaling but doesn't punish outfits simply for being bigger. Still another method is having a weight class to each outfit based on size. Or scaling value based on size, so if an outfit takes more bases (because they're bigger) they also become a bigger target and have to spread out to cover all their assets. Each has advantages and disadvantages. Were we seriously considering something like that I'd go into much deeper investigation, but the point is that there's a lot of ways to skin the cat.

Ultimately everyone plays in the same world in PS2 regardless of size, so I prefer something that works regardless of size.

Posted on reddit in Redeployment isn't the problem, it's that zergfits arent actually fighting each other. Give them a reason to and they won't squash smaller scale fights. on 24 April at 22:16 Link
Tony "RadarX" Jones
Community Relations

I laughed. I...laughed some more. Then I made some co-workers watch it and laughed again. Amazing.

Posted on reddit in [Video] Trouble At The Market [1:44] on 24 April at 22:04 Link
Tony "RadarX" Jones
Community Relations
Not necessarily true... I do pitch in other places but this is my primary function here. Saying the forums is abandoned isn't true although I...
Posted on Official Forums in [Suggestion] Dear devs/Radar_X where should we post? on 24 April at 21:39 Link
Luke Sigmund
Lead Designer
Great list. Thanks
Posted on Official Forums in New patch status on 24 April at 20:24 Link
Tony "RadarX" Jones
Community Relations

Most certainly a "Beta" thing. The real Depot hasn't gone in quite yet.

Posted on reddit in PS4 Beta impressions/review on 24 April at 20:09 Link
Tony "RadarX" Jones
Community Relations

No "All of the Above" option? What kind of poll is this?

Posted on reddit in Strawpolling in /r/planetside on 24 April at 20:02 Link
Tony "RadarX" Jones
Community Relations

Apologies but yeah I literally get at minimum 50+ requests a day between the forums, two twitter accounts, and here. I love handing them out, it's just stopping what I'm doing that many times a day.

Posted on reddit in I've got a PS4 just sitting here collecting dust... on 24 April at 19:59 Link
David Bennett
Game Designer

Ideally you have BR100s looking for fights with other BR100's. Makes it better for the lowbies if the organized high skill guys are going after each other rather than farming the nubs.

That's why I was all about having a outfit-oriented metagame where outfits compete for ranking, bragging rights, and maybe some unique perks they can use from time to time. The basic idea was that in order to advance your outfit rank you have to go after other outfits' holdings and own territories yourself. Taking territories from an outfit improves your standing based on the standing of that other outfit. Owning bases and holding them also improves standing. Defending a base you own improves standing, etc. Outfit points would be a thing, and you'd earn them by doing the above activities. Outfit points could be spent like currency to boost a base (faster respawn, longer cap time, enable it as an always-available spawn point for the outfit owner, etc). The more boosted the base the more valuable it is to take and hold. Kills on outfit members would generate outfit points too, and the better the outfit you killed, the more points you'd get. So ideally you want to take bases from the guys who are good at taking and holding bases and as an outfit leader you'd actively look for the better ranked outfits and go take their shit, and in doing so pick a fight with them. Could also tie in alerts, like give the winning empire bonus outfit points based on outfit points earned during the alert (a simple way to gauge participation). So there's reason to work with other friendly outfits to win since if you win every outfit participating gets rewarded and improved standing.

That would play in nicely to outfit recruitment as you could then sort outfits by standing, etc. Get people involved in the larger "my outfit is better than yours" meta. I think at the end of the day, that's the meta that really drives the community, creates drama, and motivates players to get out there and go after their enemies. Prove why you're the best at PS2. This was one of the directions I wanted to take WDS but unfortunately it never got more iterations and tuning to get right.

I had other ideas on that too, like bringing nexus into the mix as an outfit challenge. You could spend/wager outfit points to challenge another outfit to a nexus match. Something along those lines.

Posted on reddit in Redeployment isn't the problem, it's that zergfits arent actually fighting each other. Give them a reason to and they won't squash smaller scale fights. on 24 April at 18:44 Link
Tony "RadarX" Jones
Community Relations
To be very clear this is a very very early iteration of what the team is working on.
Posted on Official Forums in SUNDERER CLOAK IS HERE!!!! on 24 April at 17:58 Link
David Bennett
Game Designer

And I'm sure they'd welcome the farm coming to them!

Posted on reddit in Redeployment isn't the problem, it's that zergfits arent actually fighting each other. Give them a reason to and they won't squash smaller scale fights. on 24 April at 16:50 Link
David Bennett
Game Designer

Wave spawns are another one of those things that was talked about a lot. I know many on the dev team were a fan of it. I like it, especially for drop-pod beacons.

Only downside might be lag-spikes in all those vehicles (drop pods are vehicles) spawning simultaneously. They'd have to be staggered a little bit, but if you ever saw the old outfit Steel Rain mass-drop-podding you know the lag of which I speak. Sometimes you even get D/C'd it was so bad.

Teamwork and strength in numbers and all that is why I think spawn rooms are essential in the game and random spawning is poor and scales poorly. Wave spawning is one counter to that which might work well with drop pods. Not sure it works so well in a spawn room or an AMS.

Posted on reddit in Sunderer Cloak Module on 24 April at 16:48 Link
David Bennett
Game Designer

I guarantee you what you are experiencing isn't because of the resource change.

Posted on reddit in [Andy Sites on February DEV livestream] The resource revamp one of the 'top major' changes DGC would like to see in the 'next several months'. 2 months later, why isn't it even in the wishlist? on 24 April at 16:40 Link
David Bennett
Game Designer

Yeah I think that should be the default behavior. Maybe make the shield as it is standard and then have a super shield with a different effect on it.

One thing I really like about the shield is that it repairs itself, which means less babysitting and requiring an engineer to undo every little bit of damage it receives.

Posted on reddit in One of the biggest complaints about this game is the difficulty of finding fights. on 24 April at 16:40 Link
David Bennett
Game Designer

That's where the capturable hard spawn (e.g. drop pod beacon) would help. It would be an attacker spawn that you couldn't instagib to get rid of and would have to push in and take in some fashion.

Might be a good use for battle-buses and valk's too to try to insert a small squad to the beacon capture point. They just need to be there long enough to flip it, and those would capture a lot faster than a base.

Posted on reddit in One of the biggest complaints about this game is the difficulty of finding fights. on 24 April at 16:38 Link
David Bennett
Game Designer

We talked a bit about how to gauge difficulty of a fight. I liked average battle rank as an indicator, and I think it would be a pretty good one. Organized groups of high BR / BR 100's would clearly stand out over a normal zerg in terms of average BR. And why shouldn't you get more rewarded for kills, captures, and defenses against such a foe (provided you don't significantly outnumber them)?

Posted on reddit in Redeployment isn't the problem, it's that zergfits arent actually fighting each other. Give them a reason to and they won't squash smaller scale fights. on 24 April at 16:36 Link
David Bennett
Game Designer

I'm just giving my experience. If I get to a point at night when its down to 2 continents and the population can't support 2 continents (coughConneryeverynightcough), and there's only shitty options, I'm not going to bother spending a half hour waiting or trying to pick a fight. I'm just going to go do something else and maybe try again later. That's pretty much how I played for a long time. The whole "logoff" part is not about encouraging something bad for business; it's being truthful about what I actually do. It's a problem the game needs to address. If I'm logging off and I'm patient and I love this game then you know there's many more who wouldn't even wait that long before doing the same.

Posted on reddit in One of the biggest complaints about this game is the difficulty of finding fights. on 24 April at 16:33 Link
David Bennett
Game Designer

Yeah that's what I said. Or as /u/RoyAwesome once put it so well, it's a teamwork objective, it shouldn't be something instantly killable by a lone infantryman. Should take a vehicle or a handful of guys putting some pressure on it.

Posted on reddit in One of the biggest complaints about this game is the difficulty of finding fights. on 24 April at 16:30 Link
David Bennett
Game Designer

You think a new person is going to come here and see the huge pile of redeployside threads and just immediately understand to what it is referring?

Posted on reddit in AskAuraxis - The weekly question thread on 24 April at 16:28 Link
David Bennett
Game Designer

I think a short-term option is to enable attacker reinforcement spawns by looking at the region and choosing an AMS that is closest to the capture point, within a reasonable range like 300m or so.

That would also help a lot because the "reinforcements needed" spawns would be a mix of attacker and defender, instead of the 3 best defender spawns (which may not always be where you really need people to be).

Unfortunately the code that does the whole reinforcements thing isn't exactly in the best of shape, and Alex or James would likely have to spend significant time unfucking the shitstorm someone threw all over that code. It seems like a small change but it would probably take a few days more due to that.

Posted on reddit in One of the biggest complaints about this game is the difficulty of finding fights. on 24 April at 16:26 Link