So, it has been almost 6 months since I started playing PlanetSide 2. Am I still having fun?
Short answer: Yes.
Long answer: …yes.
Aside from a brief 1-2 week experiment with Outfits (aka guilds), I continue to have fun despite playing solo. While many of the problems I outlined in my prior article are true regarding organized PvP, they are perhaps a tiny bit less true now. Anti-Aircraft units have not been nerfed, but I am a bit more cognizant of of where they might be and thus avoid them. Or perhaps, given the server mergers, there may simply less people playing.
The biggest “problem” I consistently have with PlanetSide 2 are its break points.
Have you ever sat down at an MMO (or any game) and find yourself easily able to play for 2, 3, 4 hours at a time? That sort of thing doesn’t happen by accident; it’s part of a game’s intentional design. In PlanetSide, I occasionally sit down prepared for a long night of gaming… and then log off after 30 minutes. Finding a compelling fight isn’t necessarily the problem: the problem is finding the next one.
Momentum can stall. Spawning at a Sunderer and throwing yourself into the meat-grinder attack of a base feels awesome. And then you win. Err… what now? Sometimes the attacking force splits up. Sometimes you stay together as a cohesive unit, only to find that the next base you find is empty. It can take 8+ minutes to cap even an empty base. That is eight literal you-only-have-41 million minutes of your life, staring at the wall.
Part of why I stick with this game though is because of how much communication and iteration there is between the devs and the community. There are major game updates roughly every two weeks. The community asked for test servers so broken mechanics and (new) bugs stop appearing, and now we have a Public Test Server. The devs are pretty active on the Reddit forums, soliciting suggestions and advice.
I don’t think the designers have all the right answers – the devs clearly have some issues coming up with interesting Vanu mechanics, not unlike the issues Blizzard has with the paladin kit – but they are visibly trying. I am excited in particular regarding the upcoming lattice system. Assuming everything works, this could go a long way in fixing the problems with the gaps in engagement I experience after capping a base. And changes to the capping of a base – where destroying the Spawn Control Unit allows an attacking team to actually move on – will lessen the dead time after overwhelming a position.
So… good news all around.
If you are curious about the personal effects of Cert-Gate a month later, let me assure you that I don’t feel like it has changed all that much about the way I play. Yes, I have most every upgrade. Yes, I care a bit less about capping empty bases, given that I don’t feel like the 2-5 bonus Certs are worth 2-5 minutes of my time. On the other hand, I naturally have a hard time committing all of some limited resource to something. For example, I have ~2800 Certs left out of my stockpile. There are two guns I could buy with those Certs… but I won’t. Because I know that there will be new shiny things coming out in a few weeks, and I like the option to purchase those instead. But I might not buy those, and instead hold out for the new gun releases after the next batch. And so it is almost as if my 2800 Certs don’t even exist. It’s a bit irrational, but that’s how I roll.
So, yeah, I’m still having fun. PlanetSide 2 isn’t my main game (largely because it can’t be, given the breaks), but it is still a game I constantly think about and can’t wait to play for a bit when I get home. And the best thing? I don’t have to make apologies to anyone for those days when I just don’t log in.
Who is enjoying the MMO single life? This guy.
SOE dropped the bomb on Planetside 2 a few hours ago. In the latest 38mb patch, these seemingly innocuous patch notes appeared:
- A certification grant has been done for players who purchased duplicate weapons on multiple characters.
- Please note that if this causes a player’s certifications to go over 10,000 they will not accumulate any more certification points until some have been spent to bring it below the cap.
When Ps2 first launched, all the weapon unlocks were on a per-character basis. Fairly recently, SOE decided that one of the perks of purchasing faction-agnostic weapons with Station Cash was that it would unlock the weapon on all of your characters. Usually, the choice is 700 SC (~$7) or 1000 Certs for a weapon, with 1000 Certs representing a pretty significant investment both in time (I accumulated around 9,000 Certs after 150+ hours) and opportunity cost (spending Certs on class upgrades, like more fuel for your jetpack). Still, using Certs to unlock weapons means you can play for free; so being able to unlock one weapon and use it on every faction makes the Station Cash option that much more competitive. “But wait,” players reasonably asked, “what about all that Station Cash I spent on weapons I now have a useless duplicate of?”
Well, today we have SOE’s response: Certification reimbursement. But something has gone horribly, horribly wrong:
Yes, you are seeing that correctly. SOE has reimbursed me twenty-six thousand (26,000) Certs.
The official version of things is exactly what I wrote above: SOE decided to reimburse the people who bought two of the same gun on two same-faction characters at a 1 SC for 2 Cert ratio. Did I spend $130 on, frankly, poorly-planned purchases on redundant toons? Of course not. As it turns out, the database query also captured all transactions in which you bought an item that was later a part of a bundle that you purchased anyway. For example, I bought the rocket pods for the jet only to find out they were included in the “Vehicle Starter Bundle” along with a lot of other juicy weapons; while I did not get a discount for already owning the rocket pods, the rest of the bundle was still a good enough deal to purchase.
The result is 26,000 Certs. On each of my three toons. And SOE has said they aren’t going to roll them back.
This is a literal case of the common WoW “log on, collect epix” hyperbole. The only thing I cannot buy with these Certs are helmets, camo, and other such visual extras. Oh, and XP boosts, but I don’t think I will ever be interested in such things again.
So I bought things. Lots of things. And upgraded everything else. A new pump shotgun came out today, this time with 11 pellets to the standard 10 at the expense of a slower rate of fire. Just last week I bought each faction’s pump shotgun for SC as they were 50% off. But who cares? I need to chew through these Certs because there is actually a 10,000 Cert cap beyond which you can’t earn any more.
I stopped spending Certs after going down to around 4,700 as I found myself starting to purchase ridiculous shit. Did you know the Medic can carry around two sticks of C4? I would never have unlocked such nonsense for 700 total Certs, but now I have it. Forever. I can also give out Empire-wide orders and listen in on Commander chat now. Just ’cause. I was actually starting to worry about squandering my giant pile of unearned Certs – it is small enough to only purchase four new weapons – but it occurred to me that I still have a bit over 50% of the total amount of Certs I have ever had.
Let that last sentence wash over you for a second.
The big question mark, at least on a personal level, is where things go from here. After the 1.5 hour spending spree, I still participated in one of the newfangled Alerts. Let me tell you, it was great fun zipping around in a kitted-out Scythe with a 5-minute timer instead of a 9-minute one. Prior to today, I had been conflicted as to whether my next big purchase was going to unlock a second stick of C4 for the Light Assault (finally allowing me to potentially take out a Sunderer solo) or if I was going to unlock Rank 3 of my Scythe’s hover frame. I had previously waffled so much over the decision that I ended up hitting 1200 Certs a few days ago and purchased a submachine gun for my Infiltrator instead, practically unlocking a brand new play-style for the class.
But… now? Will I feel the same way about Planetside 2 without the progression angle? After all, I lost complete interest in WoW PvP once I had full Honor gear last time around. For now, I think SOE is safe; the core mechanics of shooting people in a wide-open world is great fun.
It is an open question though, how SOE will weather the building rage on the forums and Reddit. Not everyone got 26,000 Certs, and I can imagine what all those Battle Rank 90s are feeling to have my BR 38 ass flying/driving/shooting circles around their more generalist loadouts.
Hyperinflation has come to Auraxis in a major way, and the future is looking quite a bit grimmer than it was just yesterday.
A few weeks ago, SOE released a new weapon: the pump-action shotgun. New weapons in a F2P game is somewhat expected, with two different SMGs having been released the month before. I am starting to get the impression that a metaphorical corner has been turned with these shotguns though.
The problem? The shotguns offer a one-hit kill (OHK) at ~7 meters and less. A one-bodyhit kill.
It is nothing new that some guns are better at others at various ranges. Bullet damage decreases the farther it travels, and there are wild swings both in terms of Rate of Fire and Bullet Velocity amongst each factions’ arsenals. The difference this time, IMO, is reaction speed. If I see an enemy at the same moment he sees me, the fight comes down to a number of factors. Sometimes pulling the trigger first is the difference, especially when “bullet flinch” (which has thankfully been decreased) can cause your counter-attack to miss its mark. Of course, even if the enemy has a gun advantage over yours, you can still win with either better aim (headshots), luck (headshots), or environmental awareness (ducking behind cover, etc).
With the new pump-action shotguns, this has all changed. The outcome of any encounter is boiled down to a single variable: did the guy with a shotgun miss? If he didn’t, you’re dead. If he did… you’re probably still dead a few moments later. Your gun having a 1.27 second Time-To-Kill is meaningless when the shotgun’s is 0.00 seconds.
If you believe that the short OHK maximum range is a good enough downside, well, I would ask whether you play PlanetSide 2 at all. You see, for however large the “maps” are – and they are extremely huge – all of the infantry action typically takes place within 7 meters anyway. There are medium engagements, sure, but they are either always brief or consist of steady exchanges of fire from cover. The latter is necessary because tanks and jets will murder you in moments if you are spotted on open ground. Ergo, between the need for cover and that all capturable objectives are located in small sheds, a short-ranged weapon is no downside at all; especially not one with such a high payout.
In PlanetSide 2, you are either sniping or in bayonet range.
Honestly, something like this is probably less nefarious than it is inevitable. There are only so many “sidegrades” a design can accommodate before the number of permutations reveal downsides that aren’t downsides at all. Care has to be given to how the game itself plays out most commonly. A 30-second cooldown that increases damage by 10% is not the same as 100% damage cooldown every 5 minutes, no matter what it says on paper. Similarly, a gun with a low rate of fire and a high reload timer is irrelevant in a firefight that ends as soon as it begins.
There undoubtedly would be havoc unleashed should SOE come out and nerf the $7 shotgun, so I am not entirely sure what the solution to this newfound problem can be. Indeed, I have already resolved to purchasing the shotgun myself; not to fight fire with fire, but to eliminate the fire-starter before he can even react to the heat of my flames. The only reason I have hesitated is because, much like the SMG before it, another pump-shotgun variant is slated to be released soon. And it is entirely possible it will be more powerful than the original, which is how it worked out for the Vanu SMG.
Perhaps this new one will hit so hard it kills you again on the respawn. Or shoots explosive shells that damage tanks. Or both. The sky (up to 7 meters) is the limit.
I finally buckled-down and purchased a 3-month subscription to PlanetSide 2 last night. I say “finally” because I had been waffling back and forth for quite some time on the decision, all of which has resulted in me losing out on +35% XP gains (which translates into faster Cert gains, which translates into character/weapon upgrades) for the duration of the indecision. I have been playing this game 1-2 hours a day for the past several months, so it is not a trivial amount of potential lost progress.
But still, even with credit card in hand, I felt like I was getting suckered. Since Steam, I never pay full price for anything. And this is a F2P game, right? I know things are designed to part me from my cash. I could technically get everything (non-cosmetic) from gameplay, so why purchase anything? Or, you know, bide my time until the next double/triple Station Cash sale at least.
But… you guys have no idea how much fun I’ve been having with, say, that underbarrel grenade launcher. Or rocket pods on the jets. At what point does it become silly to intentionally have less fun for a long duration for a reward at the end, versus spending that same amount of time having fun with the reward?
Actually, the former sounds like… erhm… daily quests.
By the way, this means, to date, I have spent ~$85 (x3 SC cards, 3 month sub) on a F2P game. Mission fucking Accomplished, SOE.
If you were not already aware, SoE is running a Triple Station Cash day this Friday, the 21st of December. The normal exchange rate is basically 500 SC = $5, so this is a pretty outstanding deal… provided you are into SoE games like, I dunno, PlanetSide 2. I already picked up two $15 prepaid cards at Walmart, which comes with a bonus 500 SC on top of the book value of 1500 SC. On Triple Station Cash days, each $15 card gives 6000 SC. With 23 hours already invested in the game, I figure $30 to unlock (nearly) ALL the things is fair play. If I hold out until another weapon promotion (e.g. they bundle 4-6 weapons together at a discount), those dollars stretch even farther.
In other news, if you have been playing Borderlands 2 lately (or stopped and plan on picking it back up), you should know that they dropped a Shift Code on their Twitter feed that awards 5 Golden Keys. Additionally, there is another Shift code as part of their Claptrap video promotion, bringing the total Golden Key haul to 6. If you have Borderlands 2 on PC, I’ll go ahead and save you some clicks:
- 5 Keys: WT5TB-XC5ZC-CX3T3-BBT3B-B35WB
- 1 Key: KJ5BT-FBKSK-KXJ3T-3BTJT-FJX5C
I haven’t played Borderlands 2 in a few weeks, but plan on booting it back up when the next DLC rolls around (I have the Season Pass); this amount of free uber-gear was enough to get me to log back in to at least redeem the codes. To be honest, I have been increasingly amazed that Gearbox hasn’t been selling Golden Keys for $1 apiece or whatever, as there was definitely a time period in which I would have bought some. On the other hand, I sort through their Twitter feed on a daily basis on the hunt for Shift Codes, so I guess that comes out as a bigger win for them.