The Glade 4.0

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PostPosted: Wed Aug 22, 2012 1:03 am 
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Location: The battlefield. As always.
There is a beta program.

I am in it.

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PostPosted: Wed Aug 22, 2012 7:54 am 
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Dalantia wrote:
There is a beta program.

I am in it.

Hurray!

We need to coordinate some time online sometime. You've got my email/IM. ;)

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PostPosted: Mon Oct 15, 2012 1:43 pm 
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So I got around to trying this finally, and my desktop simply cannot take it. I thought they were gearing this toward being able to run on older rigs? Either way, what's the verdict so far? I got too frustrated when my choppy framerate led to me losing a 1v1 fight with a light assault as a MAX.


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PostPosted: Mon Oct 15, 2012 2:09 pm 
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I got a little turned off about it when it became clear that the mega-outfits were getting catered to and anybody running less than 2-3 platoons in organized operations wouldn't be able to have any interesting impact because the people who were have orders of magnitude more information at their fingertips (platoon members' positions on the minimap/full-screen map, etc.) in addition to the raw coordination.

When it launches, I'll probably find a nice little zergfit that doesn't care about how often I show up and just wants to pack warm bodies to pad its size and create a pool to get groups from, and just log on every once in a while to shoot at things and die. But I've stopped recruiting players and advocating it as a game because it's not going to be the kind of game that I want to make a "lifestyle" game since I don't want to deal with the politics of being an *involved* player in an outfit on the scale that the game's catering to by my assessment. I still have a lot of love for the dev team, and the engine is flipping fantastic; it's just the community that's killing it in beta for me, I think -- it's dominated by the hardest-core Planetside 1 fans who had all kind of gravitated towards one of 3-4 outfits per faction and were still playing recently while it was a ghost town, and they're exactly the players that made PS1 stop being fun for me (to the point where I could never have fun "going back" after the fact) when attrition removed the rest of the players.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Oct 15, 2012 2:17 pm 
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Location: The battlefield. As always.
It was nice being the five-ten man special forces team that was behind the lines, but.. :(

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PostPosted: Mon Oct 15, 2012 2:23 pm 
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Dalantia wrote:
It was nice being the five-ten man special forces team that was behind the lines, but.. :(

It's not even that. It was nice being able to be a 10-man squad that was present in a fight alongside other 10-man squads without feeling obligated to join a platoon just because the other side was all platoons that thus had a better view of the battlefield. The high concept the devs were talking about for the mission system was to help give smaller units guidance on where they can contribute to specific objectives by tackling granular goals so you wouldn't HAVE to just organize your entire faction into one vertical chain of command. And then they go and create a bunch of vertical chain of command tools.

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PostPosted: Mon Oct 15, 2012 2:47 pm 
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What sort of tools are you talking about? Like what sorts of benefits do outfits and platoons have over not-outfits-and-platoons?


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PostPosted: Mon Oct 15, 2012 3:47 pm 
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Seeing at a glance what kind of class distributions they've got in an operational area, where people are located so they can better keep an eye on and leverage their multi-group/platoon coordination, etc.

Essentially a lot of intelligence about the deployment and disposition of their own side's troops under their command that enable them to be the only ones making informed decisions about a battle compared to independent small outfits or PUGs.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Mon Oct 22, 2012 5:52 pm 
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I may or may not be playing this...

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PostPosted: Tue Oct 23, 2012 8:52 am 
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The NDA dropped a couple weeks ago. ;)

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PostPosted: Tue Oct 23, 2012 5:27 pm 
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Kaffis Mark V wrote:
The NDA dropped a couple weeks ago. ;)


:oops:

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PostPosted: Wed Nov 21, 2012 11:23 am 
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What server are you guys playing on? I have a friend who's trying to lure me in, so I need to figure that out.

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PostPosted: Wed Nov 21, 2012 11:35 am 
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The launcher won't connect for me anymore, heh. I was going to make a character last night, but couldn't get it to run.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Fri Nov 23, 2012 2:38 pm 
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Screeling wrote:
What server are you guys playing on? I have a friend who's trying to lure me in, so I need to figure that out.


NC - Waterson (At least I am).

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