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05-10-2013, 11:10 PM #2701
I disagreed, and the past few weeks only confirmed what i thought. Less people mean less diverse gameplay (no special squad) and yet not much improvement on the tactical side of things. Also i can't run TacGir squad because i would have to use the full platoon for that and some may not like it
05-10-2013, 11:33 PM #2702
... since nowadays we are effectively a small outfit, we should consider going for a more tight playstyle...
... just saying...
... while I go for my coat...
Last edited by MrEclectic; 05-10-2013 at 11:36 PM.
05-10-2013, 11:44 PM #2703
05-10-2013, 11:48 PM #2704
- Join Date
- Jan 2013
06-10-2013, 01:01 AM #2705
Personally, our performance brings me more satisfaction than how many people we field in a platoon. Though don't get me wrong, i fully understand and appreciate where people are coming from... Considering this new direction though, I'm very much with Eclectic here, and perhaps one way of making this idea a reality is to revive some of our leaders' desire and drive.
If we could conjure up a tactically focused, dedicated and highly cooperative force, i would jump at the chance to lead again. With the experience and knowledge we've all gained since the old days, (where lets face it, we were mainly running on enthusiasm) it's entirely possible. We certainly have the skilled, regular members to pull it off.
06-10-2013, 01:10 AM #2706
It is sad to see the numbers die down, and I know that ive contributed to it given that I havent 'really' played in a while.
It is a problem that the game offers a good experience, but not enough to bring a lot of members back for a consistently long time. I think the reasons are massively varied, but something is swaying people from the games. Could be partially down to other games releases pulling people away tbh.
It certainly doesnt hold its weight as a team game in comparison to some other things ive been involved with in the past.
Thats a damn shame, because the community we have set up is a great one.
I guess the choice that needs to be made is whether to do another big drive for membership or to focus more on smaller tight play. The only other suggestion on the top of my head is to perhaps team up with another (smaller?) miller outfit to try and combine membership groups.
06-10-2013, 10:20 AM #2707
It's not our problem that we have significantly less people in out platoon. It's the games fault. Miller is currently between 2500 and below 2000 characters during peak hours (no idea why both graphs show different numbers when pulling the same data). That's barely enough to fill Indar. On Steam the game is on par with Mount and Blade: Warband...
Even if we can do a Call to Arms again I doubt that players will stick for more then two weeks. Better work with what we have now, because we won't be able to fix the game for the devs. When the devs finally decide to fix some of the problems we could try to bring people back, but before that I don't see why anyone who quit should have the desire to come back.
When I have more spare time in a few weeks I'll try to see devote some of my time into the more focused play. Maybe something like running dedicated AA/AV squads that quickly redeploy to where needed.
Last edited by bonkers; 06-10-2013 at 10:42 AM.(Firefall: bug shot) // (PS2: bobby is going home)
06-10-2013, 10:52 AM #2708
- Join Date
- Oct 2011
It might be worth considering a CTA in the near future, even before the optimization patch hits. That way returning and new players would be able to experience the hopefully great performance changes, and might even stick around long enough for the next content update. This might give them a taste of the constant updates Planetside 2 gets (except, well, for the past two months) and show them that it's in constant evolution.
06-10-2013, 11:43 AM #2709
06-10-2013, 11:49 AM #2710
- Join Date
- Jan 2013
I think bonkers has a point. I'm honestly not sure that a CTA would result in sustained user base growth right now. I'd propose to start actively integrating RPS squads in TVA platoons.
06-10-2013, 12:57 PM #2711
If you want to do a CTA, you'd have to do it after performance update and hotfix to fix the performance.
You'll be able to keep more players playing that way.
06-10-2013, 02:04 PM #2712
This coming week i'll make a point of sitting in the TVA TS and SLing a tight TVA oriented Tacgir squad. By all means, if anyone else fancies doing that too ("reviving Tacgir" *ehem* Ksem, Ridebird other people who have mentioned this) then we could have two or even three up and running. Experience tells me that we'd probably get more people back online if we ran more like this, as a decent amount of people seem to really enjoy Tacgir squads... Whatever the outcome, it's one of the few options we have in the face of... 'The State of the Game'. Nice link there eh
12-10-2013, 08:45 PM #2713
Soooo... I found this interesting thingy on official forums for platoon coordination with factions: http://ovaki1.wix.com/nsportal
14-10-2013, 09:04 AM #2714
I don't really know the best place to ask, but for VS we have cert guides - is there anything similar people can point me to for NC? Obviously class guides are universal (except Max I guess), but weapons are not. I had quite a lot of fun playing NC on Saturday and don't really want to waste certs
14-10-2013, 09:30 AM #2715
14-10-2013, 10:01 AM #2716
14-10-2013, 10:11 AM #2717
14-10-2013, 10:43 AM #2718
Wrel posted a well-thought out article on reddit, about the core problems of PS 2 according to him (meaningful goals, resource mechanics, zerging and population balances, offence and defence) and his proposed solutions.
I don't agree with all his points, but his arguments are well presented, and I believe that it may spark an interesting conversation.
Unfortunately, some of his suggestions may lead to even worse problems: for instance, he suggests a radical redesign of the lattice architecture and a dramatic reduction in territories. Smaller outposts under such a scheme would be incorporated in the territory of the larger facilities, acting as the satellite bases before the introduction of the lattice. Although he proposes several solutions against zerging, as well as a resource system that doesn't punish the defender, still, I fear that such a design would once again favour the overpopulated faction: let your pubs fight over the outer outposts of these vast territories, gouge the opponent's reaction, and hot-drop your outfits en masse on the necessary cap points.
Nevertheless, an interesting read.
PS: By the way, I recall my objections to the lattice before it was introduced, as we were discussing it here: due to the attacker not having to worry about their operational flanks, they can keep pushing down a lane, giving the defenders no time or space to regroup before suffering significant losses (as the attacker's zerg finishes a capture, forward elements are already in the next base down the lane), especially if the attacker enjoys numerical superiority. And so it came to pass (with age I've come to realise that, to my horror and contrary to my younger objections, I am an "I told you so" guy).
Last edited by MrEclectic; 14-10-2013 at 10:45 AM.
14-10-2013, 01:12 PM #2719
14-10-2013, 01:58 PM #2720