Middle Bases, Choke Points and how they’re impacting Planetside 2’s Gameplay Loop

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  • Опубліковано 28 лип 2024
  • forums.daybreakgames.com/ps2/...
    forums.daybreakgames.com/ps2/...
    The exact details on the Unstable Warpgate system are scattered over like 6 different patchnotes with these two being the latest and i couldnt find a patch that lowered pop-checking-frequency to 1 minute but it definitely is a thing.
    • Level Design Cover 101...
    ko-fi.com/dokpyt
    Stream: / dokp
    All my settings: pastebin.com/cd7QMgVJ @ 800DPI
    Thumbnail created by ‪@nayllo4356‬
    Check out more gameplay videos: • Shooting other players...
    Check out the Planetside Positioning playlist: • Planetside Positioning...
    0:00 Epic Gameplay Intro
    1:04 Boring Intro
    2:05 Unstable Warpgates
    4:30 Join Combat
    5:30 Resulting Mapflow Problems
    7:11 Resulting Middle Base Problems
    9:33 Issues with Chokepoints
    11:15 Reworking the Chokepoints
    14:41 Changing Join Combat and Unstable Warpgates
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КОМЕНТАРІ • 30

  • @NeroTheRealOne
    @NeroTheRealOne 2 місяці тому +20

    Who knew that to fix the game, we just needed to add more LORE to the choke points 🤯

  • @jungii
    @jungii 2 місяці тому +14

    WE MAKIN IT OUT THE NASONS TUNNELS WITH THIS ONE 🗣🗣🔥🔥🔥

  • @knaroef2979
    @knaroef2979 2 місяці тому +10

    Holy shit the chokepoints have lore, also I really like what you did with them coverwise but vehicles being able to get in might become a problem.

    • @DokPYT
      @DokPYT  2 місяці тому +3

      Valid concern for sure and i briefly adressed it in the video. I'd say vehicles are easy to shut out by smart cover placement in combination with those fenceposts that i have used in Nason's already. I just didnt bother doing it because it's hard to 100% confirm whether a vehicle can or cannot fit in somewhere in Unreal since the scale is not perfect and physics are entirely different compared to planetside.

  • @hurri6339
    @hurri6339 2 місяці тому +5

    dokp fixes bases series would be huge

  • @plasma5656
    @plasma5656 2 місяці тому +5

    another really well done video, the graphics and especially the unreal engine modeling was really impressive! I really hope there's a chance the devs see videos like this, it makes it pretty clear that pain points at certain bases can be fixed with some quick changes. I see no reason why bases can't be updated just like CS/siege maps are. your idea for fixing how unstable warpgates work is also a good one. good shit

  • @mikebond3210
    @mikebond3210 2 місяці тому +3

    Amazing work! For real you should work as a dev for this game! Your ideas are awesome! I love the fact that you showed how it would look 11:45

  • @hermanpewdiepiesbrother7888
    @hermanpewdiepiesbrother7888 2 місяці тому +2

    Really great map redesigns, i have also thought about similar changes. I think hossin would be even better in just making a triangle corridor so you cant get backstabbed at all almost.
    You should really post this on the forum in hopes of making it a reality

  • @caspardehaan9633
    @caspardehaan9633 2 місяці тому +3

    Incredible work mate, well done!

  • @Infernus25
    @Infernus25 2 місяці тому

    Really good video, it's super important that we spread out the fights more and get out of the middle fight farm. I can't imagine what new players experience when dropping in for the first time

  • @zakadams762
    @zakadams762 2 місяці тому +1

    good video, I agree with almost everything. I do enjoy the grid lock at middle bases but the changes look good and I will enjoy that too. I have a method to deal with the grid lock in tunnels, but sometimes even that isn't enough.

  • @reegspreems
    @reegspreems 2 місяці тому

    I love the crammed choke point fights

  • @xMinos
    @xMinos 2 місяці тому +1

    Nice video! Very high-effort.

  • @Chris_Tootoo
    @Chris_Tootoo 2 місяці тому +4

    Map layout and The introduction of Outfit Resources like Orbs, and the pocket orbs kinda ruin overall game flow. If tight choke points are making fights stop at a deadlock, and orbs turn big open fights into slow and forces people to pull away to just go back and start all over.

    • @mikebond3210
      @mikebond3210 2 місяці тому

      True they should either remove pocket orbs or make them harder and longer to craft

  • @yourdemiseishere
    @yourdemiseishere 2 місяці тому +1

    Most people seem to like chokepoint hell, overwhelming majority before wrel axed them, biolabs and shit like ti-allows was chaotic draws that would get everyone popdumping there for fun.

  • @sneakyguy4444
    @sneakyguy4444 2 місяці тому +1

    This issue is largely due to off-peak outfits, or outfits with low-quality squad/platoon leaders, unwilling to take their squads to 'empty bases', as their squads might get bored until the enemy redeploys.
    Also, in big fights, it is rare for a base to defend itself for long as a 45% pop compared to a 55% enemy. Back in the days of the "old Crown" or "old Ti Alloys", this was possible. It was truly a farm fest.

  • @Dan-vb5gc
    @Dan-vb5gc 2 місяці тому +1

    Very cool video doctor peter

  • @ZhebHQ
    @ZhebHQ 2 місяці тому

    Nice job on this

  • @winrar42
    @winrar42 2 місяці тому

    I was also disappointed when i learned what 'J' key actually does. A better solution for instant action would be fantastic for moving pop around
    edit: the tunnel farms are handy for quickly auraxing weapons, specifically Heavy Assault directives: launcher kills, heavy weapon assists, and faction-specific heavy weapon kills. They are easily the fastest way to accrue kills

  • @matiko280
    @matiko280 2 місяці тому +2

    what did you use to make the models

    • @DokPYT
      @DokPYT  2 місяці тому +1

      There is a tool that let's you rip all planetside assets straight from your own gamefiles. Although it is a little more complicated to put them back together textures and all in a program like Unreal.

  • @20example10
    @20example10 2 місяці тому

    with 3k hours in PS2, i've had fun fights at/with the bottle necks talked about. I think all the changes talked about in this video would only improve the game and those bases.

  • @ThePyroRussian
    @ThePyroRussian 2 місяці тому

    They have needed an attrition mechanic for years now. but it to late to do anything to fix it before game dies so.

  • @info2095
    @info2095 2 місяці тому

    Lisan al Gaib

  • @IXPAdragon35
    @IXPAdragon35 2 місяці тому +1

    Bro people are still playing this game??

  • @toridetherisingwind4135
    @toridetherisingwind4135 2 місяці тому

    Disliked for semi auto use smh.
    Really though inject yourself through IV into the dev's veins we need these reworks. Join combat imo most of all needs to do literally the opposite of what it currently does.

  • @Roulden
    @Roulden 2 місяці тому +3

    PS2 would be better off incorporating PS1 mechanics instead of chasing Battlefield's tail. Join Combat should be changed to the HART shuttle. PS2 continents are giant meaningless etch n' sketches, but that's too much effort for devs to change to something akin to PS1 which better funnled players to each other. PS1 also knew that letting attackers rely solely on softspawns was a bad idea, ergo the flippable towers every base which were IMO integral to fight health. Softspawns could always park closer, but hackable hardspawns kept fights alive from shitters. I think PS2 would benefit the most by adding PS1 side hardspawns and heavily re-examining base design so it's not a scattered mess of a dumped upside down bin of metal legos, or circles. I don't understand dev obession with 'Circle = Balance' in Oshur base designs or CS bases. Also, hardspawns would be best tested on Oshur, as it resembles PS1 continents the closest due to distance between bases.

  • @elder1412
    @elder1412 2 місяці тому

    Are you sure this isn't a server specific problem i.e. the European servers? If this was an actual problem it would have cropped up years ago. So what has changed to make this an issue?
    At the Ascent how about those players getting shot by Hesh go and pull their own vehicles to kill the camping vehicles. One of the charms of Planetside 2 is problem solving. Stop trying to solve abhorrent behavior by criticizing the base designs. If people are doing the same things and getting the same results then they deserve their so called misery.
    What your asking for is what got CAI implemented. Stop trying to nanny players behavior. This game was an open world sandbox. What you see today is the result of all the guardrails put in place over the years based on players complaints.
    The VANU saying is "evolve or perish". How about "get smart and figure out how to solve the problem or die"?
    Just exactly how low is your view distance? 😄

    • @TheIlandarLegacy
      @TheIlandarLegacy 2 місяці тому +1

      The problem HAS existed for years and across every server. Don't mistake this video being made in 2024 for the problem only having existed since 2024. It is a long-standing issue with the game that has been exacerbated by low populations across all servers.