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It's not perfect, but it is what we have.
Not sure if you were aware of all that.
They got most unlocked anyway.
What we have is not perfect, but does that mean that there shouldnt be made any more effort to adress issues that ...? Right now im on Cobalt. As usual VS got a massive stack during prime time - 42% VS players friday night..
Edit: 45% and rising...
My suggestion would greatly diminish the benefit of stacking up a faction...
When one faction alone is close to half the server population, for example..
Is stacking a concept that is hard to understand?
Please explain why?
Hard concept? No. Stacking has multiple meanings.
This "Faction Stacking" really depends on the overall amount of players on a planet. Each planet allows for a maximum amount of players from each faction. If that maximum amount isn't hit, the numbers can fluctuate.
For instance: Let's say we're on Oshur and It allows 100 players from each Faction until the map is full. It could look like this:
NC - 30/100 players (70 free slots)
TR- 45/100 players (55 free slots)
VS- 90/100 players (10 free slots)
On the population pie chart, 54% will be VS, 27% will be TR and 18% will be NC, based on these numbers.
Until that 100 player limit is hit by a certain faction, the numbers will continue to rise and fall. With a population like this, anyone playing as an NSO will be added to NC first and then TR to try to balance everything out. Once that 100 player lock is hit, players will be introduced to a "Faction Population Limit" queue, not allowing any more players from that faction to join the planet.
Basically, what I'm saying is that if you're noticing one faction with like 50%, it's because:
- There's not enough players online
- Not enough are playing NSO
- The map faction limit has not been hit yet.
Yes! But all the relevant infor regarding my issue, is represented in this post!
I play on Cobalt - Cobalt close to never get the amount of players needed for these measures to kick in. The exception might be a couple of sundays, during a month. Besides from these few days, Cobalt is too often suffering by the faction over-pop (quite often VS), during the weekday 'primetime'.
These measures only balance things out when server is optimaly populated, as devs envisioned. The measures have little effect when server rarely reach the treshold for these measures to kick in...
But then again, back to the topic: I see you all oppose such an implementation. So in the spirit of a healthy debate, WHY is it such a crappy idea?
Im not saying wepon damage should be adjusted, only health. And the over-pop faction would still have an advantage in guns. It would just make it more costly to zerg while being vastly numerous to the low-pop faction.
But ok, if its such a bad idea: How about a hefty penalty to nanite regeneration - based on a percentage calulation of server pop?
Bottom line is: It's not healthy for the game with major distribution issues.
Might not be a problem on the servers with high-pop. But as of now, it is not possible to migrate characters to different servers, and starting a new character on those servers is not an option, considering the insane amount of grinding it takes to get on par with the characters that has been developed for years..
I don't think reducing health of the higher faction would do anything significant. How many times in a battle do you die without getting a shot off or are sniped? All the time, right? If a faction has lower health, there will be more snipers; a lot more snipers, and quite frankly, there's already enough of them.
There would have to be something implemented that won't punish the player for wanting to play their favorite/primary faction while simultaneously addressing this "faction stacking". There is no visible solution other than the 4th faction (NSO) they have already added that tries to add balance to the imbalance. Every other possible solution will hurt the player one way or another.
Ofc it would matter. Even if there are times that you get killed without firing off a single round, there are also times where an enemy has slipped of in the nick of time, with critical low HP left. And i doubt it would turn into a sniper faction, if so then people arent very smart, as it would only take a MAX push to punish such a strategy. Also; im not suggesting the HP should be nerfed into oblivion, just enough for for a vastly numerous faction to be less able to just use the numbers to zerg trough the entire map.
And regarding punishing players for wanting to play with their favorite faction?
They allready have a boost in team number - It's just a question about evening things out.
I miss those days... I feel like this would eliminate 90% of what you are talking about because yes, I agree it has actually always been a problem in planetside 2. When people see one side is winning, they change factions to that side just for the alert, offsetting the numbers as much as they can because they imagine they are getting some great reward from alert hopping.
I could embrace such an implementation.
If its global pop i see it as mabye working, but if its the hex then no, thats easy to exploit.
See incase its a hex right? you can as sweats drop somewhere, and no one can stop them, since they will get more hp if you try to zerg them. And global already have a cap, where the only way to go above it is for people to leave, hence how we get 80% tr.
Sorry to say, but when you are 70% NC/TR/VS there should be a auto kick, depend on how many people there are. sure if its less then 50 people no, but if its like legit 70 tr vs 15-15 NC/vs then yes, kick kick kick. But i dont see it ever been added, and neither would extra hp be a good idear. And we already get extra xp and less spawn time.