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[Dev stream] Wrel: Incoming PTS: CS bases alongside normal bases. Forced interaction "adds some value" to CS: 1) "Pain Spires" targeting players. 2) FWD spawn power locked inside CS.

Wrel 3:49:48s A PTS update might manifest on monday. With some of the more.. With some of the ..er.. Like, like most of the construction changes that were done ..
We can probably send the routing spire [Forward spawn terminal locked away inside construction (CS) base] and the..the 'other thing' [emphasis..then laughs]..
we're working on, the Pain Spire [to PTS soon, nominally 'next monday']


  • Forced interaction that "adds some value" to construction: "Pain Spire" artillery targeting players instead of CS. FWD spawn terminals to be locked away in CS bases. Channeling titanic power through CS bases.
"Pain Spire":
  • Previous thread when the idea of CS forcemultipliers on normal bases was initially floated even though tech didn't then didn't shield players inside buildings. Question asked was 'why' even contemplate such a thing? What did it show about management intent? Now it's all too visible.
Forward spawn:
  • Channeling the titanic power through CS fortifications. Don't underestimate the size of the stick Daybreak have made to force interaction with CS.
  • This channeling power through CS is a separate additional design complication on top of implementing FWD spawns.
  • Feedback and discussion for operation of FWD spawns inside normal designer bases is separate topic. Nothing added to previous concerns, problems, positives on the FWD spawns. Previous discussion for those that missed (thread, thread, Malorn's post).
  • FWD Spawns are immensely powerful/game-changing. See wrel's comments on fearing players will 'exploit the crap out of' and a 'concept' he didn't feel 'amazingly good about' even as a concept on PTS & previous threads.
  • The slightest crack in FWD spawn design can let in massive frustration. Normally needs utmost care, design time, engine & tool code time. Imagine if this frustration was deliberately channeled to force CS interaction. Don't underestimate.
Design intent
  • Ultimately it's the design intent that's left long term after the dust settles. Balance will be adjusted until it meets intent. Overarching intent should be looked at before small detail. Detail at any one time matters less: Early design, soft introductions, iterations. It'll be changed. With an interactive experience the intended feeling will prevail. See wrel's beautiful quote on Carapace and intended feeling of frustration.
  • The intent here is "Pain" forcing interaction with CS.

"Pain Spires"

  • CS object. Artillery category (AoE spam).
  • Like Glaive but targets players instead of CS objects. Orbital strike was designed mainly aimed at CS, this specialises players (re-fire, warning time).
Like with all CS have to consider: offensive/defensive/CS camps chokepointing common passages. Defensive CS: buildable behind lines and wait. Offensive CS: Buildable opportunistically. When coast is clear, ANTs brought along a vehicle zerg etc.
In May 2017 feedback for power locked away inside CS fortresses projecting on fights inside normal bases was initially given when the idea was floated. The question asked was 'why' even contemplate such a thing as it was simultaneously mentioned tech wasn't available to even protect players in spawn rooms. What did it say about management intent & integrity of the game?
Wrel: 3:50:08 We're also working on an artillery piece ['also': assume he meant the Pain Spire, not another thing in addition to Pain Spire].
Like a legit artillery piece. It's like the Glaive in essence... But you get to bombard people. For damagey-damage. [designed to target players not CS objects]. Primarily like anti-vehicle but it can be used for other things as well [ie infantry]..

Forced engagement to "adds some value for construction"

CS bases alongside normal bases offensively and defensively
Wrel: 01:45:51 Certainly a soft spawn more durable than the FWD station was on live [means first PTS iteration]. Less prolifigate. [i.e. can't be spammed by every single player because power is sourced from CS].
And it adds some value to construction bases that..umm..er..[long pause]
Like setting up an defensive construction base or an offensive construction base [How it adds value to construction, not why value should be added.]
The forced interaction is aimed at forcing players through pain to shred themselves on CS structures (bot turrets, one way shields..).
Wrel, previous Feb 4 stream: 01:03:47s Have you considered removing the AI modules for AI turrets at a base? [echoing player question].
I am partial to it having never existed in the first place. [Speaking from a design PoV. Goes on to say it's not getting fixed obviously]
This puts monetisation CS items, FWD spawn related CS items, and sells standing out through stats and impact on objectives.
Ultimately the intent is CS and power channeled will give more standing out than other modes for X time at Y focus/mentorship - because CS has design issues including adding to skill. This will cause frustration. Inexperienced players will have a choice of sinking some time into CS and standing out - or sinking time into a more competitive mode and being a voice in the chorus as a Journeyman. Not a good temptation for PS2, and self-destructive for players.

FWD spawn

  • FWD Spawn power locked away inside CS fortifications. FWD spawn terminal is a CS item. Terminal name 'router' or 'routing spire' wrel wasn't sure what to call it.
  • Longer vulnerable trip times to and from CS fortifications->more hp. Public spawn (a detail). (Note: Shorter trip times could mean CS bases really close by (exerting more force through turrets etc)).
Design issues on the FWD spawn part have already been provided(thread, thread, Malorn's post).
FWD stations are playing with titanic forces of FPS nature. Channeling that power through CS fortifications is colossal lever to frustrate players.
The very fabric of FPS game-play can be affected.
FWD spawn are playing with fire at the best of times. Wrel spoke of 'forseeing the ability to exploit the crap out of it' and it was something he didn't' feel amazingly good about' as 'a concept' 'even having it on PTS'. It's an immense lever. Player designed spawn placement anywhere in base flow means the raw fabric of gameplay is affected: base design can be compromised (sunderer on point effect, or super defensible spawns), tradeoffs lose meaning(exploiting situationality) etc.
Even the slightest cracks in design can let in a lot of frustration. Let alone if done intentionally.
Additionally, channeling FWD spawn power via CS fortification are a massive design complication.
Even to get a minimum feature FWD spawns are something that should be treated with the utmost care normally. (A bare min feature might be placement and number restricted defender teleporters). Deep iteration, lots of dev time: engine support on per base placement restrictions, developing better tools for quick editing, rulesets/timings for defenders & attackers, UI iteration for all of these. Things like that. It should be tackled with complete freedom and time sensitivity to deal with flow problems. It should be attempted when there's sufficient engine/toolset dev time, iteration, and playtesting - otherwise there are lots of smaller, low risk, features.
Balance levers to fix flow at each base are lost due to CS (time sensitivity due to long trips, pressure for limits on active spawns to be set by how much CS is used, per base rules for attackers and defender spawn limits, strength of FWD spawns depending on attackedefender base locations). It just gets in the way of legitimate attempts at making PS2 fun.
Looking at management intent there's an immense temptation to further monetise spawns (adding new certlines(grindwalls) for spawns / offensive/defensive bases, or finding ways to tie spawns to resource boosts).

Looking at intent of management expressed in design is critical early on

When the dust settles longterm, design intent is where the balance will rest. The intended feeling is 'pain'.
As with OS inside bases:
  • they will sufficiently viable against infantry in normal bases as long as that is their role,
  • and will be balanced so that they will end up being used in practice as a force multiplier intended to make construction interact with normal bases - as otherwise there will be no point having them and to drive sales.
  • Construction items will be designed to give recognition as dictated by monetisation. Monetisation is in practice motivated by recognition. PS2 is a game with an extremely steep learning curve, open PvP against players of different skill level without recognition taking that into account, and has unimplemented new player learning experience.
What you aren't taking into account are the design intentions. Balance at any one time is not important; if there are deficiencies or oversights they will be corrected in the long run. If balance is initially on the weak side for introductory reasons it will be fixed. If the trend is for balance to be affected by increases in monetisation pressure it will be (see implant drop rate nerfs of the past).
Each CS item will give it's pint of blood.
This humorous comment by wrel highlights the design intent is the main thing. Feedback should put design intent above all else. Intent, intent, intent. Monetisation motivation centers around the feeling.
The feeling is Frustration at power locked away inside implants granting undeserved standing out to drive RNG gambling with money or certs so players buy elsewhere. Everything else, the whole implant design, can change. A number of players may eventually get carapace, but new implants will be added so the feeling remains. That feeling, the experience, will alaways be there. As long as the monetisation intent from managment to cannibalsie the game short term exists.
Wrel: 03:30:23 You are not gettin' nothin[player saying wrel is handsome and asking for Carapace].
You are going to work 9-5 for the rest of your life to unlock Carapace. You're going to have a depressing job. Where you're under appreciated. And unfulfilled. And you're going to go home and realise that there's nothing you can do about it. You're just going to have to suck it up. Because Carapace.
We all make sacrifices. Are you ready for a sacrifice?
(Wrel is also probably sort of pointing out on the side, that devs also have it tough. Because whims and pettiness of management. Devs can't do anything about because they are corporate hierarchy as it's beyond their 'paygrade'. Unlike players that fund the game and pay management salaries. And frustration it causes. as well as public figures footing the blame for management, sacrifices made by devs etc.)
(Wrel did a 2nd stream following this. 5hrs - long periods without design discussion. Not had chance to listen. Listening while doing something else works when nothing much requires your ear.)
submitted by avints201 to Planetside

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