Do Planetside 2 Bases Suck? - Core Fundamental Issue #3

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Published 2024-02-03

All Comments (21)
  • @Roulden
    One thing I never see anyone else talk about is how PS2 and PS1 base design differ. IMO, a number of problems in PS2 were solved via PS1 base design. CS bases are the closest thing to PS1 bases in concept, but it fails the execution by having a single entrance from the outside and it's the size of a three story parking garage. PS1 bases had a lot more siege warfare what with the two flippable tower spawns each base had, and a healthier infantry and vehicle relationship as vehicles weren't allowed to so heavily impact the actual base capture point fight or shell defender spawn like it's a porta-john to be shat on.
  • @oldreaddy3341
    It says a lot to me that my most memorable PS2 moments were fights happening in between bases. Basically fights where vehicles and infantry are killing each other.
  • @jacobreace5875
    Just started watching your vids recently and I like them. So far with your fundamentals I agree with you. With the bases there need to be better map design and rework and variations if they can. But I’m wondering if they’ll make the changes soon enough before it’s too late because they haven’t been doing much as of recently, plus they won’t try and take out cft when it’s just not viable honestly. We’ll have to wait and see
  • I think the shift from large scale mechanized infantry battles to more individual type gameplay inside bases is one of the reasons. This game was at its best when you had a large group of armor moving across open land having to fight your way to the base and then take control. The appeasement of Reddit and YouTube content creators to show individual CoD gameplay to attract players was the beginning of the downfall.
  • @baronwhite4631
    I'll mention this video to the ps2 official forum soon. The door to the wide view angles take, was kinda funny. Auric Star Sand. Pommel Gardens. The Stronghold. & Sharpe's Run get my vote.
  • @mikebond3210
    Pommel Gardens on Oshur has a really interesting base design. I agree with you that some bases would need a little more infantry cover and "lanes". I also think that Hossin and Amerish has the most interesting bases. You talked about lack of infantry cover between bases but then why Hossin isn't the favorite map of everyone, it has lots of cover! I think Indar is the overall fan favorite. Also I don't really feel that air to ground is a problem. It takes a lot of skills to pilot ESFs and doesn't take a lot of skills to take them down with lock-ons. If you get a few people with lock-ons you can get rid of them
  • @user-fm8ng1ek3q
    I dont know if I agree with everything here. This game already heavily encourages CQC, while long range is pretty nonexistent thanks to infiltrators. This is not just a base issue, its also a balance issue that nobody ever talks about. Best performing weapons? The ones with highest DPS win every time. Weapons with moderate DPS that were supposed to be mid range are obsolete, just burst your Anchor/Mswr/Orion and you're at the same level of playing field at mid range. Weapons like old battle rifles have no place in the game because they have to be used against cloakers who leave invisibility only to OHK you with a bolt action from 50m away.
  • Honestly i agree with many things and there is reason i don't liek maps like Indar. For mobility was experimented with light assault jump pads pods wich toi me were great idea, but they timer was like 30 seconds up to one minute so they were kind a useless. That idea should be brought back with longer timer. Or, havin options for engineers build alternating gravlift routs. Possibly telepotrters for certain number of use.
  • @user-ui3cs9dp5k
    why cant anyone seem to identify or articulate that the bases were defensible enclosed positions in PS and were changed to individual wide open TDM maps in PS2, and that is the main reason for most gameplay issues in PS2? the gameplay loop sucks
  • @Purple_void60
    Is it’s a good idea to make a us acc to play us planetside 2
  • @R1po
    I just wondered why the game doesn't have Offense-SCUs.
  • @C-Vite
    Nason's Defiance from console ❤
  • @noble_lemon
    They are also trying to come up with a theme and fit an update into the game’s lore. At the moment, this extremely slows down their work and further severely limits their opportunities for innovation. Just add something, see how it works and fix it if you need. But they thinking and thinking how it will look like inline with the rest of the game.
  • How is noone talking about his random mapground glitch at 1:17, should almost become a meta to try to push a bunch of people down in the ground to backdoor the enemies
  • @nani4416
    If the devs would just combine hossin and indar that would be great example of a good map
  • @matejvojak1858
    Hi, can someone tell me if this game will have updates, i want to put some money into this game, but idk if i should if it will not get updates.
  • @user-kw7vd5qj6y
    I once thought if the devs opened their tools to the community, the community could invest their time to volunteer prototypes for base design, asset design (optimization, reduce poly count) etc, and use public forums (reddit/yt/forums) to critique/change/argue points - then package the final result to dbg for them to send out next update. But then i read reddit and see how it's acted as a filter for opinions; how it's a hierarchical system based on emotion not well reasoned logic, and think now it would be a colossal waste of time. I see PS2 as a mostly wasted game, with an inbred community that'll never be a great game. So i just log on, click heads, log out.
  • @gumpad
    Such a long video and yet you fail to mention the single largest difficulty with base design in Planteside - variable scale. A game like Halo or CoD always has X players. So you make an appropriately sized map with cover, nooks and crannies like you describe. You put that base in Planetside and it's great - until it goes from 12-24 to 48-96 in 20 seconds. You can not restrict the movement of population because then it's not Planetside anymore. Now you wish that all those narrow corridors would be wide, open. The cover becomes annoying and must be sparse. You need funnels for players, spawns for multiple Sunderers, areas for armor to fight outside, etc. There is only one solution - to dynamically scale the number of objectives as population increases. Automatically add 1 or 2 control points in different areas. Now bases are made out of multiple arenas that offer different gameplay styles. The pop disperses, the meat grinder eases off. And if it's off hours you cycle the active control point and get more bases out of that one. BUT this is Planetside, an 11 year old game. Nothing will ever change on such a scale. No one will ever do anything. It's worthless crying over it. This game is what it is - and will be until it dies.