Notice: Undefined index: path in /home/resavr/public_html/comment.php on line 78
Wrote a bit about Planetside 2's level design theory

Wrote a bit about Planetside 2's level design theory

Oh, so you are one of the people I can lay the blame at the feet of for how piss poor the base design was in this game for defenders (aka the evolution of Shacks Of Doom design the game launched with) and why continents take so long to make because of the ridiculous numbers of bases cramping the play area where in some cases, soldiers literally shoot at each other from the walls of each base. And the base capture goals often had nothing to do with using varied roles, any class could capture stagnating the unique feel of bases. Base designs that would often fall apart simply because a couple of Liberators could lock infantry in the spawn room and as that problem scaled up, "farming" defenders for credits has become such a prevalent thing that many of the most recognized "top tier" K:D ratio players would forgo bothering with team play at all, just redeploying from one farm to another with a host of players imitating them to get the next perk.

Your base designs contributed far more than apparently you'll ever realize to how fast and hard player numbers dropped after so many anticipated this game from their experiences playing Planetside (1). That's the kicker in how I know your base design was just trash that neither supported a world I thought humans lived in supporting the lore in anything but the naming of the bases, I went back and playing Planetside just on a whim and its base design trumped Planetside 2's base design so solidly that it really made me question, did you ever play Planetside? So many of the multitude of issues faced by game design in such a open battle field of multi-faceted classes of infantry and vehicles and over arching lattice from the simple that all defending infantry spawn exits were underground to that the bases were designed with layers in the defense with automated wall turrets that would challenge the attackers in varied ways by the amount and types of preparation the players defending would choose. And then there were the LLUs and the base resource system that allowed variety in the strategy and tactics both defenders and attackers could apply to those layers leading to plenty of incredibly fantastic stories shared among players that scaled quite well.

The poor base design in PS2 for not being in poorly chosen low terrain, swiss cheese to combined arms, lacking variety in strategy and tactics due to lack of the 3 rings of defense, and long development times hurt PS2 when it could have been iterating on the lessons already learned and successfully implemented by PS1 is one of the main reasons many players stopped playing and they may not even realize it and it good deal of it boils down to this - SPAWN CAMPING IS NOT FUN.

It infuriates me that the article I read of yours tries to make out like PS2 base design is something worth praising when it is such a complete mess for those of us who fought in them the whole time you were there.

/r/Planetside Thread Link - xanderclauss.com