Pvt Numnutz wrote:Does ps2 inhabit the planets of a massive mmo space game? Does anyone use anything other than max suits? Is there a sense of loss when you die? Does it have a rich back story? Do the battles matter in the long run? Can you branch away from the three empires and make one of your own? Can you fight a war of your own ideals? Is there a market? Can you call in any vehicle you want, anywhere and of any class? Is there any type of skill progression or just unlock gun at x kills?
Also dust is going to the ps4, but ps2 is made by Sony so guess who gets to go first? I'm willing to bet that with the enormous amount of resources Sony has ps2 has a lot more devs. Might want to consider that.
Oh and planner side 2 means its the second version of planet side so you know, dust is younger.
Unless ps2 sprouts a massive galaxy with thousands of players in a massive sandbox universe that connects with it you cannot compare the two. Good day sir.
I have played a lot of PS2 in the past few months (while on my leave of absence because the poor state of dropships pre 1.7) and I have to say, Numnutz is right on the point here. While it was initially a really fun experience, it got old very fast because there is absolutely no real value in winning/losing. Comms all work, but true communication is often rare to find because people only want to communicate with level 140+ commanders who just yell at everyone to do what they tell them, and the battles all take place in 3 maps, that relatively all look alike.
And when you win entire wars (which can last a matter of hours) on maps, it only awards you a few hundred points mainly based on how much you captured in that time of the war, and often times one faction is always overpowering another, and nearly 80% of the time it's 1 certain faction that's constantly stomping all other ones. And even though the map is giant, the actual "Battlegrounds" are often the same points even in different wars, because once the enemy reaches the other enemy and draws out the battleground area, it's usually somewhere above or below the middle of the map, and often times i have found myself fighting in the same complexes I was fighting in 3 times in a row, 3 wars ago.
And when you die it doesn't really matter because you can spawn back with no reprecussions in a few seconds, so Pvt makes a point when he asserts that there isn't a "sense of loss" when you die at all, and that actually lowers replayability I've found. I never knew it was such a boring factor before Dust came around, because console shooters (or many shooters) usually give no sense of loss for deaths in multiplayer.
So it took around 2 weeks to practically completely flatten my will to play more, and I had begun skilling up my tanks, but it still wasn't enough to make me feel like I wanted to keep playing. The amount of points you need to earn better turrets (and there are only 3 variants) is extremely hard to get unless you pay money, and i feel like that's a pretty lame way to make things play to win, because the best aerial vehicles are all camo'ed up and fully modded (camo requires money points) and they have obviously poored money into the game so their vehicle can be well-equipped.
Well, this is pretty much my opinion on PS2 after trying it because of posts I've seen on Dust saying it's so awesome... and it really doesn't have much replay value, for me at least. Even though Dust has its issues, it still is completely unique in its "every death has a value" and the fact that you're actually fighting in planets inside of another game universe, and there's a market that we will eventually be able to sell things on. Planetside 2 kind of follows the typical shooter with a few differences in map size and player-size.