The idea of Planetside 2 is amazing, a persistent openworld scifi Battlefield, but I can see why this game lost most of its players. It was never a great game to begin with, and has only gotten worse. For how many years its has been out, and how much money it must have made, its less polished than the average Early Access project.
- The character creation process is bugged with server roulette and missing tutorials - Unlocks are a pay2win grind - classes, factions, and vehicles are all unbalanced - every class should have a jetpack - can't prone - ReDeploying to get around - ADS and hipfire mouse sensitivity don't match - though they can be adjusted seperately to force such an effect - events reward a team for holding the most bases, thats the normal objective, meaning events are pointless and have no impact on gameplay - trying to deploy a sunderer is glitchily restricted - HUDs for healing and repairs glitchily disappear - putting down turrets doesn't work in 90% of places - friendly player markers don't show half the time, especially on vehicles - friendly nameplates can be the same color as enemy ones - night doesn't get darker, just blue-er - graphic and network performance is terrible, as is the patcher - Turrets don't detect LoS, and shoot walls - constant long loading screens - servers crash - No killcams, not even the pathetically lazy kind that just points at your killer - gameplay is a confusing mess, the HUD is littered with icons, none of which are useful - friendly fire is always enabled - dying feels super clunky - kill trades - insta-deaths - unrewarded assists - inaccurate hit markers - reviving isn't effectively communicated - every death feels quick cheap unexpected and unfair - enemies can camp vehicle hubs with mines, instantly spawn killing you - way-points are only marked by colors (not relevant letters), same for base names - all bases are made of the same handful of repeated buildings - maps are huge but mostly wasted space, like MGSV you can only attack bases from preset roads - vehicles are pretty much guaranteed to explode if taken off-road - spawn systems and map flow are terribly designed (though instant-action is probably the only good feature ever added) - everything screams unintuitive. And SoE was sold off after H1Z1.
Jetpacks are fun for you? Hm ok. But jetpacks are a specific ability for the light assault.You know, to set him apart from the rest.
You can not buy slotabilities. They are only obtainable with certs.
"There is no legitimate way to fully gear a character in-game, without paying real money"
It is the other way around.
"The auto-turret upgrade for engineers, would take the average player 40 hours to unlock, that's more time than I put into most good games in their entirety."
Who needs that thing anyways? 40 hours for 1000 certs? That is waaay slower than average. It is more like 20 hours
Jetpacks so the game is more fun, and not lacking a feature for most classes. Unlocks are either: Play the game for 1,000s of hours, or work at McDonalds for 1 hour to gear up with real money. At 50 certs per hour (you'll probably earn closer to half that), it would take nearly 60 hours to max a single equipment slot of the Sunderer, for example. That's just one of many slots, plus your weapon, class equipment, multiple classes, etc. There is no legitimate way to fully gear a character in-game, without paying real money. The auto-turret upgrade for engineers, would take the average player 40 hours to unlock, that's more time than I put into most good games in their entirety.
You can not buy slotabilities. They are only obtainable with certs.
"There is no legitimate way to fully gear a character in-game, without paying real money"
It is the other way around.
"The auto-turret upgrade for engineers, would take the average player 40 hours to unlock, that's more time than I put into most good games in their entirety."
Who needs that thing anyways? 40 hours for 1000 certs? That is waaay slower than average. It is more like 20 hours
"every class needs a jetpack" Why?