I just tried PvP for the first time in TSW, didn't get a chance to before today.
I did a an hour or so of FuSang and all I have to say is wow, what a mess! Instant respawns. Let that sink in for a minute. Instant respawns in PvP. Are you trying to take a point? Well, the respawn is right above it and it's instant, so good luck.
Instalock builds. They lock all of your abilities and you can't do anything until you're pretty much dead.
Then you have PvE bosses in a PvP zone. Which in itself is not a big deal, except that the bosses are virtually impossible to take down with a small group, so you need a zerg. Which brings me to my next point.
Zerg. No small group tactics here, it's better to run around with a zerg.
For a persistant PvP zone, it is incredibly tiny. Nowhere near to the epic sizes of GW2's WvW zones. Hell, it's not even close to the size of WoW's Alterac Valley. Probably about the size of Arathi Basin.
There is no thought involved in this persistant PvP anyway. You just run around taking points and killing stragglers. No keeps to take over and defend, no siege equipment, no resources to balance, no caravans to escort to besieged keeps. Just a bunch of zergs running around taking points on a tiny map.
The PvE in this game is good, the PvP is horrible.
Edit: on a more personal note, I don't understand why the templars and the illuminati get cool uniforms and the dragon get a track suit with glow in the dark stripes.
Spot on...
In this form PvP is nothing more then a small somewhat amusing game to play for like 30 minutes.
They really should add more depth.
Like in all those other MMO´s PvP feels like an aftertought, which answers my orriginal question. In this form PvP will not safe the day.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
The reason it was so Templar heavy in Fusang was becasue everyone was playing the templar characters they created during the first beta weekend. I seriously doubt it will be this lopsided after launch and everyone roles the factions that they want and not just the one that was made available first...
It seemed like in the CB templars and iluminati were similar sizes but dragons seemed to be lacking. Maybe someone with more CB experience can confirm this.
Played some Fusang and I have to agree with the assasment that its basically a large battleground. Had this released a while ago it would have been nifty but compared to Guild Wars 2's WvW it just feels incredibly limited and outdated.
The reason it was so Templar heavy in Fusang was becasue everyone was playing the templar characters they created during the first beta weekend. I seriously doubt it will be this lopsided after launch and everyone roles the factions that they want and not just the one that was made available first...
I'd like to understand what GW2 cultists are doing in a TSW forum comparing the two games. If we're going to play that way, you people do realize Planetside 2 makes wvwvww looks bland, generic and pathetic, right? Yet, i don't compare because i'm able to judge features based on their own mechanics. And btw, i prefer GW2's pvp, like both games, but prefer TSW.
On the topic of Fusang. My biggest grip is that the Anima Wells are just used for respawns. The original video from 2011 showed Anima Charges to open up the gate. That system actually made capturing different wells a must. Now, not so much, it's just to reduce time. The original one looked better IMO. Also, i'm not sure what the max number of players is right now and how many it will be at launch, but Fusang is for about 50v50v50, maybe to 75. This isn't bad btw. To me, giant numbers simply doesn't make it better. But i think that with a combination of smaller caps and anima chargers, it would have made for less zergy and strategic gameplay, by having players split into small teams (which fits with the theme of the game perfectly). They even showed that the charge itself was visiable, so protection was a must. Other ideas using the wells, etc could make it better, but as it stand right now, it's far from perfect.
I'd like to understand what GW2 cultists are doing in a TSW forum comparing the two games. If we're going to play that way, you people do realize Planetside 2 makes wvwvww looks bland, generic and pathetic, right? Yet, i don't compare because i'm able to judge features based on their own mechanics. And btw, i prefer GW2's pvp, like both games, but prefer TSW.
On the topic of Fusang. My biggest grip is that the Anima Wells are just used for respawns. The original video from 2011 showed Anima Charges to open up the gate. That system actually made capturing different wells a must. Now, not so much, it's just to reduce time. The original one looked better IMO. Also, i'm not sure what the max number of players is right now and how many it will be at launch, but Fusang is for about 50v50v50, maybe to 75. This isn't bad btw. To me, giant numbers simply doesn't make it better. But i think that with a combination of smaller caps and anima chargers, it would have made for less zergy and strategic gameplay, by having players split into small teams (which fits with the theme of the game perfectly). They even showed that the charge itself was visiable, so protection was a must. Other ideas using the wells, etc could make it better, but as it stand right now, it's far from perfect.
Thats what the GW2 fanbois do. I find it funny too since GW2 pvp everyone is boosted up. How carebear is that.
I love how the same people just post crap over and over here, if you had actually played the game you would know the reason why there are so many Temps running around. The fact that you have not shows glaring enough as you spew nonsense about something you just want people to believe you have knowledge about.
The sad thing is they are GW2 fans for the most part and are really giving some of us that DO like BOTH games a bad name, seriously go outside it is summer time enjoy it instead of trying to get your post count to 5000!!
WvW has 4 maps, tsw has 1 (with second in production) - point gw2 WvW has more involved seige - point gw2 Tsw is truly persistent not on a 2 week timer - point tsw You can see who you are fighting in tsw - point tsw You can go rvr from "level 1" in gw2 - point gw2 The faction wide buffs and weekly white mark distribution is a stronger inventive to hold facilities - point tsw Ttk is just right in gw2, a little to fast in tsw - point gw2
Both will get owned in the "lets copy daoc" department by both planetside2 and TESO.
Freedom, I agree they should use the deliver x charges from an anima well to blow the door to the facilities system they had earlier. It would;
Slow it down Give tanks more of a role Make it more tactical Make taking a facility feel like more of an achievement.
Given gw2 is months off, I think WvW fans are missing out if some are so anti tsw they won't try it. You could have a good couple of months fun pvp in tsw while waiting on gw2.
It doesn't even take an hour to figure out Fusang. The premise is pretty evident as soon as you log in and becomes even more evident when you run into the zerg that is simply running from one point to the other capturing it and killing everyone who gets in their way.
There is nothing to it. No supplies, no keeps to defend. No caravans and supply camps. No siege equipment. Just one huge zerg, consisting of the most dominant faction, and those who get owned by that zerg. It's horrible PvP. You can dismiss my review all you want but the other posters who have posted between our comments have basicaly said the same thing that I did. Or are we all wrong and you're right?
So, the point of defending a facility is something you don't know then I assume? Because you get more white tokens for your faction the longer you hold one. The points you get for capturing one is much lower. So, what you are seeing now is people like you who don't know what effect what they are doing actually have.
I don't know if people will start playing smart, but they have actually made it smart to hold on to your facilities.
Originally posted by ShakyMo You get bigger bonuses for holding stuff in tsw than in gw2.
still yet to be seen since no one knows what the final bonuses will be for GW2
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
1) Starts with zerg vs zerg because many don't want to listen, take lead, or be social.
2) Shotly after guilds/cabals/legions start entering and playing as a team and begin to dominate.
3) This is followed by many in line 1 whining about being forced to play with those in line 2.
4) The solo players start complaining that its all zerg vs zerg and no one wants to 1v1 or 2v2. But at the same time they don't want arenas. They find a place to do it and when others join in they QQ. QQ about people in a pvp game joining in on the pvp.
5) Then there is the where the incentive to pvp crowd.
I find pvp to be very much made up of niche groups that will walk over each other to the point that many a pvp game has failed due to the "I didn't get what I want I am taking my toys home" attitude.
After a few years of trying to find this mythical PvP MMO I have come to the conclusion that LoL is where I will get my competitive PvP fix.
I'd like to understand what GW2 cultists are doing in a TSW forum comparing the two games. If we're going to play that way, you people do realize Planetside 2 makes wvwvww looks bland, generic and pathetic, right? Yet, i don't compare because i'm able to judge features based on their own mechanics. And btw, i prefer GW2's pvp, like both games, but prefer TSW.
On the topic of Fusang. My biggest grip is that the Anima Wells are just used for respawns. The original video from 2011 showed Anima Charges to open up the gate. That system actually made capturing different wells a must. Now, not so much, it's just to reduce time. The original one looked better IMO. Also, i'm not sure what the max number of players is right now and how many it will be at launch, but Fusang is for about 50v50v50, maybe to 75. This isn't bad btw. To me, giant numbers simply doesn't make it better. But i think that with a combination of smaller caps and anima chargers, it would have made for less zergy and strategic gameplay, by having players split into small teams (which fits with the theme of the game perfectly). They even showed that the charge itself was visiable, so protection was a must. Other ideas using the wells, etc could make it better, but as it stand right now, it's far from perfect.
Man, PS2 looks like its going to be epic!
I don't compare it to much to GW2 or TSWs mass pvp, probably because its a shooter. For me its looks like what BF3 should have been.....
Originally posted by ShakyMo Freedom, I agree they should use the deliver x charges from an anima well to blow the door to the facilities system they had earlier. It would;
Slow it down Give tanks more of a role Make it more tactical Make taking a facility feel like more of an achievement.
Given gw2 is months off, I think WvW fans are missing out if some are so anti tsw they won't try it. You could have a good couple of months fun pvp in tsw while waiting on gw2.
Yeah, i just don't get why they removed it. Using Anima Wells for different elements would have made Fusang far cooler. The charges worked like a resource/suplly/siege weapon type of thing (it's like we can have tanks and bombers ).
So far I have somewhat mixed feelings concerning PVP. The fairly impressive part was that even large number of players didn't seem to create lag spikes or anything and having three factions adds an intresting dynamic.
In the beta at least Fusang was pretty much a big zerg, but I think this has mainly to do with the fact that people just want to test pvp and don't care much about tactics or the objectives. I guess among the fun parts will be once pvp groups start to optimize their decks so they will have good synergies among each other and working as a team. Fusang seems a bit plain, but sometimes simplcity isn't bad.
In short I see some potential for the PVP and possibly it's rather enjoyable once you enter with friends and have actual pvp builds and everything. More complex battlegrounds etc. pp - that is something that can be added later if needed, but if an engine cannot handle large number of players or a game is limited with two factions to begin with there is little that can be done about it at an later stage. The devlopers seemt to have all tools at hand to create a really good PVP aspect in this game.
Running around with virtually no optional skills to create an intresting deck since I didn' t play that much in beta and joining the zerg got boring fairly soon. I guess I'll first focus on PVE until I have an better understanding of the skills and some options and have a second look at the PVP afterwards.
It doesn't even take an hour to figure out Fusang. The premise is pretty evident as soon as you log in and becomes even more evident when you run into the zerg that is simply running from one point to the other capturing it and killing everyone who gets in their way.
There is nothing to it. No supplies, no keeps to defend. No caravans and supply camps. No siege equipment. Just one huge zerg, consisting of the most dominant faction, and those who get owned by that zerg. It's horrible PvP. You can dismiss my review all you want but the other posters who have posted between our comments have basicaly said the same thing that I did. Or are we all wrong and you're right?
So, the point of defending a facility is something you don't know then I assume? Because you get more white tokens for your faction the longer you hold one. The points you get for capturing one is much lower. So, what you are seeing now is people like you who don't know what effect what they are doing actually have.
I don't know if people will start playing smart, but they have actually made it smart to hold on to your facilities.
Good luck defending the facility against a 50+ templar zerg. Like I said, the game does not reward smart tactics because the zerg overwrites any semblance of strategy. All you need is a large zerg and you will win every time. Combine that with the fact that, for a persistant PvP zone, the map is incredibly tiny and there really is nowhere for a small group to feel useful. You can even tell by the way the zone is designed. There are no choke points or defensive structures, where a small but skilled team can make a stand against the zerg. Besides with the sheer amount of DPS that the zerg puts out, combined with the instalock builds and instant respawns, a small team will get destroyed in seconds.
Basically, you either run away from the zerg killing stragglers or try to get your own zerg, which is pretty hard right now since the templars outnumber every other faction like 10 to 1. With that said, the building blocks for a decent PvP zone are there but they are not fleshed out and need a lot of work before it can be considered meaningful PvP.
I will say this, a game that is being released in a bit over a week should not have these issues. This is something that should have been worked out in closed beta, months ago. But whatever, at least the PvE has decent stories.
Good luck defending the facility against a 50+ templar zerg. Like I said, the game does not reward smart tactics because the zerg overwrites any semblance of strategy. All you need is a large zerg and you will win every time. Combine that with the fact that, for a persistant PvP zone, the map is incredibly tiny and there really is nowhere for a small group to feel useful. You can even tell by the way the zone is designed. There are no choke points or defensive structures, where a small but skilled team can make a stand against the zerg. Besides with the sheer amount of DPS that the zerg puts out, combined with the instalock builds and instant respawns, a small team will get destroyed in seconds.
Basically, you either run away from the zerg killing stragglers or try to get your own zerg, which is pretty hard right now since the templars outnumber every other faction like 10 to 1. With that said, the building blocks for a decent PvP zone are there but they are not fleshed out and need a lot of work before it can be considered meaningful PvP.
I will say this, a game that is being released in a bit over a week should not have these issues. This is something that should have been worked out in closed beta, months ago. But whatever, at least the PvE has decent stories.
same thing I found in Fusang.. map just isn't designed very well for persistant type PVP unless you just want to zerg vs zerg all day then I guess it's ok..
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
same thing I found in Fusang.. map just isn't designed very well for persistant type PVP unless you just want to zerg vs zerg all day then I guess it's ok..
It's pretty sad, really. I think that one of the biggest misconceptions about large scale PvP is that it has to be zerg vs zerg. It's not true at all and GW2 is a prime example of it. While WvW has it's share of issues, it is absolutely possible for a small group to feel useful, either escorting caravans or attacking and defending supply camps. Hell, small groups can even defend keeps or choke points.
The feasibility of small group tactics has as much to do with map design as other game play elements. WvW has large maps full of choke points and defensive positions, which allow small groups to not only avoid the zerg but also hold their own by using a bit of strategic thinking. Fusang is nothing like that. It doesn't even seem like it was designed by someone who knows what large scale PvP is about. It's tiny and has no choke points or defensive positions so you're either with the zerg or you're dead by it.
same thing I found in Fusang.. map just isn't designed very well for persistant type PVP unless you just want to zerg vs zerg all day then I guess it's ok..
It's pretty sad, really. I think that one of the biggest misconceptions about large scale PvP is that it has to be zerg vs zerg. It's not true at all and GW2 is a prime example of it. While WvW has it's share of issues, it is absolutely possible for a small group to feel useful, either escorting caravans or attacking and defending supply camps. Hell, small groups can even defend keeps or choke points.
The feasibility of small group tactics has as much to do with map design as other game play elements. WvW has large maps full of choke points and defensive positions, which allow small groups to not only avoid the zerg but also hold their own by using a bit of strategic thinking. Fusang is nothing like that. It doesn't even seem like it was designed by someone who knows what large scale PvP is about. It's tiny and has no choke points or defensive positions so you're either with the zerg or you're dead by it.
So, you are ignoring you can fight besides the turret or facility guardian? A small force can hold off a much larger one if it's done beside the facility guardian - same goes with the turret.
same thing I found in Fusang.. map just isn't designed very well for persistant type PVP unless you just want to zerg vs zerg all day then I guess it's ok..
It's pretty sad, really. I think that one of the biggest misconceptions about large scale PvP is that it has to be zerg vs zerg. It's not true at all and GW2 is a prime example of it. While WvW has it's share of issues, it is absolutely possible for a small group to feel useful, either escorting caravans or attacking and defending supply camps. Hell, small groups can even defend keeps or choke points.
The feasibility of small group tactics has as much to do with map design as other game play elements. WvW has large maps full of choke points and defensive positions, which allow small groups to not only avoid the zerg but also hold their own by using a bit of strategic thinking. Fusang is nothing like that. It doesn't even seem like it was designed by someone who knows what large scale PvP is about. It's tiny and has no choke points or defensive positions so you're either with the zerg or you're dead by it.
So, you are ignoring you can fight besides the turret or facility guardian? A small force can hold off a much larger one if it's done beside the facility guardian - same goes with the turret.
I fought the guardian but it has several entrances into the area he hangs out so no strategic choke points there.... if there are some i'd love to see them or if you could show some video
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
I'd like to understand what GW2 cultists are doing in a TSW forum comparing the two games. If we're going to play that way, you people do realize Planetside 2 makes wvwvww looks bland, generic and pathetic, right? Yet, i don't compare because i'm able to judge features based on their own mechanics. And btw, i prefer GW2's pvp, like both games, but prefer TSW.
Planetside 2 is going to be an aimbot infested mess. The only way for true MMOFPS to have a shot at working is by having a box price and actively banning hackers. A F2P MMOFPS is just an invitation for aimbotters to come and ruin your game. Banned? Just make another account and continue raging. Just look at APB Reloaded.
same thing I found in Fusang.. map just isn't designed very well for persistant type PVP unless you just want to zerg vs zerg all day then I guess it's ok..
It's pretty sad, really. I think that one of the biggest misconceptions about large scale PvP is that it has to be zerg vs zerg. It's not true at all and GW2 is a prime example of it. While WvW has it's share of issues, it is absolutely possible for a small group to feel useful, either escorting caravans or attacking and defending supply camps. Hell, small groups can even defend keeps or choke points.
The feasibility of small group tactics has as much to do with map design as other game play elements. WvW has large maps full of choke points and defensive positions, which allow small groups to not only avoid the zerg but also hold their own by using a bit of strategic thinking. Fusang is nothing like that. It doesn't even seem like it was designed by someone who knows what large scale PvP is about. It's tiny and has no choke points or defensive positions so you're either with the zerg or you're dead by it.
So, you are ignoring you can fight besides the turret or facility guardian? A small force can hold off a much larger one if it's done beside the facility guardian - same goes with the turret.
I fought the guardian but it has several entrances into the area he hangs out so no strategic choke points there.... if there are some i'd love to see them or if you could show some video
Well, it sort of makes it hard for the other faction to concentrate you you when there is this giant robot hitting them? That isn't enough defense for you?
Comments
Spot on...
In this form PvP is nothing more then a small somewhat amusing game to play for like 30 minutes.
They really should add more depth.
Like in all those other MMO´s PvP feels like an aftertought, which answers my orriginal question. In this form PvP will not safe the day.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
It seemed like in the CB templars and iluminati were similar sizes but dragons seemed to be lacking. Maybe someone with more CB experience can confirm this.
Played some Fusang and I have to agree with the assasment that its basically a large battleground. Had this released a while ago it would have been nifty but compared to Guild Wars 2's WvW it just feels incredibly limited and outdated.
Exactly right! Morteia addressed this yesterday on the official forums.
Effiluna
Funcom Community Manager
(Twitter)(Official Forums)
I'd like to understand what GW2 cultists are doing in a TSW forum comparing the two games. If we're going to play that way, you people do realize Planetside 2 makes wvwvww looks bland, generic and pathetic, right? Yet, i don't compare because i'm able to judge features based on their own mechanics. And btw, i prefer GW2's pvp, like both games, but prefer TSW.
On the topic of Fusang. My biggest grip is that the Anima Wells are just used for respawns. The original video from 2011 showed Anima Charges to open up the gate. That system actually made capturing different wells a must. Now, not so much, it's just to reduce time. The original one looked better IMO. Also, i'm not sure what the max number of players is right now and how many it will be at launch, but Fusang is for about 50v50v50, maybe to 75. This isn't bad btw. To me, giant numbers simply doesn't make it better. But i think that with a combination of smaller caps and anima chargers, it would have made for less zergy and strategic gameplay, by having players split into small teams (which fits with the theme of the game perfectly). They even showed that the charge itself was visiable, so protection was a must. Other ideas using the wells, etc could make it better, but as it stand right now, it's far from perfect.
Thats what the GW2 fanbois do. I find it funny too since GW2 pvp everyone is boosted up. How carebear is that.
I love how the same people just post crap over and over here, if you had actually played the game you would know the reason why there are so many Temps running around. The fact that you have not shows glaring enough as you spew nonsense about something you just want people to believe you have knowledge about.
The sad thing is they are GW2 fans for the most part and are really giving some of us that DO like BOTH games a bad name, seriously go outside it is summer time enjoy it instead of trying to get your post count to 5000!!
WvW has more involved seige - point gw2
Tsw is truly persistent not on a 2 week timer - point tsw
You can see who you are fighting in tsw - point tsw
You can go rvr from "level 1" in gw2 - point gw2
The faction wide buffs and weekly white mark distribution is a stronger inventive to hold facilities - point tsw
Ttk is just right in gw2, a little to fast in tsw - point gw2
Both will get owned in the "lets copy daoc" department by both planetside2 and TESO.
Slow it down
Give tanks more of a role
Make it more tactical
Make taking a facility feel like more of an achievement.
Given gw2 is months off, I think WvW fans are missing out if some are so anti tsw they won't try it. You could have a good couple of months fun pvp in tsw while waiting on gw2.
So, the point of defending a facility is something you don't know then I assume? Because you get more white tokens for your faction the longer you hold one. The points you get for capturing one is much lower. So, what you are seeing now is people like you who don't know what effect what they are doing actually have.
I don't know if people will start playing smart, but they have actually made it smart to hold on to your facilities.
still yet to be seen since no one knows what the final bonuses will be for GW2
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
PVP
1) Starts with zerg vs zerg because many don't want to listen, take lead, or be social.
2) Shotly after guilds/cabals/legions start entering and playing as a team and begin to dominate.
3) This is followed by many in line 1 whining about being forced to play with those in line 2.
4) The solo players start complaining that its all zerg vs zerg and no one wants to 1v1 or 2v2. But at the same time they don't want arenas. They find a place to do it and when others join in they QQ. QQ about people in a pvp game joining in on the pvp.
5) Then there is the where the incentive to pvp crowd.
I find pvp to be very much made up of niche groups that will walk over each other to the point that many a pvp game has failed due to the "I didn't get what I want I am taking my toys home" attitude.
After a few years of trying to find this mythical PvP MMO I have come to the conclusion that LoL is where I will get my competitive PvP fix.
Man, PS2 looks like its going to be epic!
I don't compare it to much to GW2 or TSWs mass pvp, probably because its a shooter. For me its looks like what BF3 should have been.....
Yeah, i just don't get why they removed it. Using Anima Wells for different elements would have made Fusang far cooler. The charges worked like a resource/suplly/siege weapon type of thing (it's like we can have tanks and bombers ).
I think it was just a bad move.
So far I have somewhat mixed feelings concerning PVP. The fairly impressive part was that even large number of players didn't seem to create lag spikes or anything and having three factions adds an intresting dynamic.
In the beta at least Fusang was pretty much a big zerg, but I think this has mainly to do with the fact that people just want to test pvp and don't care much about tactics or the objectives. I guess among the fun parts will be once pvp groups start to optimize their decks so they will have good synergies among each other and working as a team. Fusang seems a bit plain, but sometimes simplcity isn't bad.
In short I see some potential for the PVP and possibly it's rather enjoyable once you enter with friends and have actual pvp builds and everything. More complex battlegrounds etc. pp - that is something that can be added later if needed, but if an engine cannot handle large number of players or a game is limited with two factions to begin with there is little that can be done about it at an later stage. The devlopers seemt to have all tools at hand to create a really good PVP aspect in this game.
Running around with virtually no optional skills to create an intresting deck since I didn' t play that much in beta and joining the zerg got boring fairly soon. I guess I'll first focus on PVE until I have an better understanding of the skills and some options and have a second look at the PVP afterwards.
Good luck defending the facility against a 50+ templar zerg. Like I said, the game does not reward smart tactics because the zerg overwrites any semblance of strategy. All you need is a large zerg and you will win every time. Combine that with the fact that, for a persistant PvP zone, the map is incredibly tiny and there really is nowhere for a small group to feel useful. You can even tell by the way the zone is designed. There are no choke points or defensive structures, where a small but skilled team can make a stand against the zerg. Besides with the sheer amount of DPS that the zerg puts out, combined with the instalock builds and instant respawns, a small team will get destroyed in seconds.
Basically, you either run away from the zerg killing stragglers or try to get your own zerg, which is pretty hard right now since the templars outnumber every other faction like 10 to 1. With that said, the building blocks for a decent PvP zone are there but they are not fleshed out and need a lot of work before it can be considered meaningful PvP.
I will say this, a game that is being released in a bit over a week should not have these issues. This is something that should have been worked out in closed beta, months ago. But whatever, at least the PvE has decent stories.
same thing I found in Fusang.. map just isn't designed very well for persistant type PVP unless you just want to zerg vs zerg all day then I guess it's ok..
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
It's pretty sad, really. I think that one of the biggest misconceptions about large scale PvP is that it has to be zerg vs zerg. It's not true at all and GW2 is a prime example of it. While WvW has it's share of issues, it is absolutely possible for a small group to feel useful, either escorting caravans or attacking and defending supply camps. Hell, small groups can even defend keeps or choke points.
The feasibility of small group tactics has as much to do with map design as other game play elements. WvW has large maps full of choke points and defensive positions, which allow small groups to not only avoid the zerg but also hold their own by using a bit of strategic thinking. Fusang is nothing like that. It doesn't even seem like it was designed by someone who knows what large scale PvP is about. It's tiny and has no choke points or defensive positions so you're either with the zerg or you're dead by it.
So, you are ignoring you can fight besides the turret or facility guardian? A small force can hold off a much larger one if it's done beside the facility guardian - same goes with the turret.
I fought the guardian but it has several entrances into the area he hangs out so no strategic choke points there.... if there are some i'd love to see them or if you could show some video
I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg
Planetside 2 is going to be an aimbot infested mess. The only way for true MMOFPS to have a shot at working is by having a box price and actively banning hackers. A F2P MMOFPS is just an invitation for aimbotters to come and ruin your game. Banned? Just make another account and continue raging. Just look at APB Reloaded.
Well, it sort of makes it hard for the other faction to concentrate you you when there is this giant robot hitting them? That isn't enough defense for you?