According to Steam, I have not played Planetside 2 in over a month. There are a number of reasons for this, but the bottom line is that it has gotten increasingly bad for “drop in, shoot faces” kind of gameplay, which is what I have spent the prior 433 hours doing. Maybe it would be more entertaining in a Platoon (i.e. guild), but if I wanted social obligation, I would be playing WoW. Besides, I’m not entirely convinced that Platoon-play is all that fun given that the “metagame” in PS2 mainly revolves around either zerging occupied bases or babysitting empty ones. If you want to shoot faces, you are literally better off finding the WoW equivalent of “Blacksmith Bridge” in Arathi Basin by yourself.
What completely astounds me however is how tone-deaf the developers are.
Implants were introduced into PS2 a while ago, and they represent an extra loadout choice slash gear progression avenue. You get them randomly whenever you earn XP, they require energy to power (something like 0.5/second for the low-level ones), you earn Energy Chargers the same way, and finally you can combine 5 of the same Tier N Implant to get a random Tier N+1 Implant. Or you could buy random Implants or Chargers with in-game Certs or Station Cash. Cue ominous foreshadowing.
Up until a little while ago, Tier 3 Implants were as high as things went. Then Tier 4 Implants were introduced. Then everything below Tier 4 was nerfed to make Tier 4 viable. Then the drop-rate for those random Implants (and Chargers) you get free via XP were slashed. Given how the Implants actually give you some legitimately quantifiable gameplay advantages, players started questioning SOE about P2W concerns. The response?
But perhaps you want to give Smedley the benefit of the doubt. Then mosey on over to this Reddit thread:
No I don’t believe I said that [Implants are big money makers]. They do make money but we’re continuing to make adjustments to improve that. (Radar_X)
So we should expect a bigger P2W experience?
Should probably just uninstall PS2 now. (Twinki)
Depends on how you define P2W. If implants are P2W, then yes you may not like everything in the future. (Radar_X)
On the one hand, I understand that they have to keep the lights on and all that. On the other hand… yeah, no thanks. I very nearly bought another $15 Station Cash card at Walmart because it seemed as though SOE was actually going to have a Triple Station Cash sale this past Christmas. Since the Walmart card has an extra 500 SC on it, it ends up being $60 worth of currency for $15. Then I realized that the only SOE title I actually care about beyond PS2 was H1Z1, which… well, yeah. Given how far PS2 is going to “keep the lights on,” I am beginning to doubt the promises that H1Z1 won’t be selling guns and/or survival tools in the store.
I suppose we’ll have to wait and see sometime after SOE stops selling Early Access for $20.
As you may or may not have heard, SOE is coming out with a zombie apocalypse MMO called DayZ Online H1Z1. This was, in fact, what Smedley was talking about vis-a-vis the MMO that SWG veterans “could come home to.” Because… crafting? Whatever.
By the way, I’m with Syp on pronouncing H1Z1 as “hizzy.” Because just with the Xbone before it, these companies need to take a little more thought with how they name their products.
The details of the game are sketchy. Not in the ambiguous sense, but rather in the “there’s no possible way that will work” sense. Right off the top, this is a F2P full-loot FFA PvP game. In fact, the Tweets (sigh) are suggesting that the current design is permadeath, but I have a hard time imagining rerolling an entirely new character each time. I mean, if your character’s facial features and other customizations are somehow saved, is that really permadeath? Another feature is player housing that exists in the world, and people can set it on fire, presumably even while you are offline. That sounds totally reasonable, amirite? There will also be “trading,” which I understand as a euphemism for looting things off the corpses of traders. There are also no levels, which combined with the F2P aspect, seems to indicate the potential for an infinite firebombing army to reduce all player-owned structures to cinder at 4am.
Now, conceivably, these are solvable problems. Smedley has mentioned the existence of different server types, some of which will likely be PvZ-only. Some might even offer player housing protection on by default ala Minecraft. I have little doubt that we’ll also see housing immunity (or at least insurance) for 2000 Station Cash. The question mark is whether they’ll sell items directly, which could become problematic with a full-loot PvP system. “Hah, I totally ganked that dude and stole his $10 golden revolver.” [Fake edit: you keep your customization]
Speaking of monetization, Smedley has a Reddit thread up right now asking for ideas. No, seriously, he does. Currently, he seems pretty adamant that A) they will not be selling weapons at all, and B) they have a “preference” to not selling anything that helps with survival. Everything else is conceivably on the table… other than just asking for a goddamn subscription or box purchase. Many of the ideas so far revolve around pets, animations, clothing, and in-game advertisements ala Battlefield 2142. To his credit, Smedley shot down that last one, although ironically that would be something that made complete sense in the context of the game.
As far as the map size goes, well, here is Smedley:
I’ve seen a bunch of people asking questions about the Map size. Forgelight is built to handle arbitrarily sized worlds. Our plan is simple – we’re building the core of “anywhere USA”. When we first open it up to users the map will be huge, but nowhere near as big as it’s going to be in short order. Our Map Editing system allows us to quickly add massive areas. We want to make sure we clearly understand how the players are playing the game before we do that. On Planetside 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn’t. This game is different. We’re doing it smarter. […]
So not to worry. Zombie Apocalypse isn’t going to be any fun if it’s like Disneyland on Spring Break and super crowded. We want remote.. haunting… being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it’s not a very convincing Apocalypse :)
Ah. So… an MMO where actively avoiding other people is the only sane way to play. Hey, at least I already have a lot of practice doing just that.
This is the part of the post where I balance the negativity of the preceding paragraphs with some halfhearted praise. So… uh… well. I liked State of Decay? Using the PlanetSide 2 engine means they will have a quick development cycle, although it also means there won’t be any actual physics. The “play as a zombie” mode sounds like it could be fun. And… yeah. I feel kinda bad for The Forest guys, although maybe I shouldn’t – at least The Forest doesn’t feature full-loot PvP.
H1Z1 will be up on Steam’s Early Release program in 4-6 weeks for $20. Why are we paying money for the privledge of alpha-testing free-to-play games? Because fuck you, that’s why.