PlanetSide 2: First Impressions

I made a post a while ago about an MMOFPS/RTS. Turns out, this dream has come true, and it is PlanetSide 2 (it’s free-to-play. go download it right now!)

In the first two hours of play, I was zipping around in a dropship with a squad, capping points like crazy. I was rolling across vast plains in a tank convoy, or running along the ground with dozens of others as aircraft zipped overhead. I infiltrated an enemy compound and disabled a generator. I defended one of our larger complexes from a full-on siege. This game is amazing.

Actually a pretty typical thing to see.

It’s a little hard to get into, as you are just dropped into the action. You have to figure out what the vehicles do, the difference between classes, how the maps are laid out, what you are doing, etc. Basically, you have to figure out how the game works. But after you join an outfit (which are basically clans), the fun blossoms. You run and fight along side your teammates in giant, mile-wide maps. The 24/7 combat goes back and forth across a ravaged landscape. As you cower behind a rock and take potshots at the other factions, aircraft scream over head, blowing each other up. More than once I’ve had a smoking aircraft crash and break apart into a fireball meters from me.

The basic objective is to capture facilities, which are fairly far apart from each other. At the top-most level, the game is a back-and-forth struggle across a territory. The territory is broken in hex-shaped regions, which are linked to the nearest facility. Your platoon (under which there are squads) chooses where to focus their efforts, and then a blitzkrieg spearheads into fortified enemy territory and tears a hole in their defensive line. Overall, the best strategy is to keep a strong front line; if a facility gets isolated in otherwise enemy territory, it is usually much harder to defend.

Each facility has one or more capture points. In order to gain control of a facility, you need to hold all the capture points for a certain amount of time. One in control, facilities can have weapon-change stations, ground vehicle factories, or aircraft factories, depending on the size of the facility (larger facilities have more capture points). You get resources for kills (or assists) and captures. Resources allow you to buy equipment or vehicles. Different facilities give different resource bonuses to the owners.

The actual combat is OK. You can choose between a few classes: sniper, light assault (who gets a jetpack), medic (who can heal and revive people), engineer (who can build stuff) , and heavy assault (who gets a rocket launcher). At a equipment station, you can upgrade to mech-form, for a cost. Death bears little penalty, with only a short respawn and no deductions otherwise. In addition, medics can bring you back to life (for no cost). Each of the three factions gets different bonuses for each class, as well as different vehicles. The ground vehicles are a little annoying to control, and have a strange FOV. Aircraft are extremely hard to control, and I still haven’t figured out the best setup for them. But really the best part of the game is moving with a group of players; you feel like an insignificant part of the combat, not the star.

Really, that is the key part of this game. You understand that you are just one cog in the machine, that the battle doesn’t hinge on you. You also start to realize the scope of the battle raging around you. On the overhead map, you can see which territories are contested. You realize that at each one of those spots, there is a battle as massive and intense as the one you are in. Then you realize that there are two other maps on this server. At any point in time, someone is having a last-stand defense, someone is storming a citadel, someone is cruising over head in an aircraft and shelling ground forces, like an AC-130.

The only problem is that the game is fairly intensive graphically, and has some occasional issues with lag. Also, it is widely believed to have some sort of memory leak. But despite the shaky performance and occasionally flaky servers, this game is still a shining gem in today’s game industry.



History is Cool

I’ve seen some talk about education pop up both on Twitter (Twitter is awesome) and in real life. It’s fairly apparent to many people that education ain’t what it used to be. Which is, to some degree, true. But the fact of the matter is that education hasn’t changed so much as the role that education needs to fulfill. I believe I’ve described in an earlier post the shift from industrial to post-industrial education, but I’ll reiterate.

After the industrial revolution, the demand for factory workers was high. Factory workers only need minimal education, about up to the elementary school level. These blue collar workers would become manual labor. Those who were smart enough went to high school, and became white collar workers. A select few of those people would go to college and become doctors, lawyers, scientists, judges, etc.

The parallax between then and now is obvious. As the demand for laborers has decreased and the demand for engineers has increased, more and more people are attending college. Unfortunately, the education system has not responded well to this influx. The collegiate system has become bloated as it tries to accommodate the new waves of people who need a college degree to get a decent job. The world has lost sight of the true reason for getting an education; although a person does get a certification as a result of attending college, their objective should be to learn.

Public education in elementary schools and high schools has also done a shoddy job of flexing its methods to prepare students for the constantly changing future. For example, children were discouraged from becoming artists 20-30 years ago, yet there is a high demand for creative people to create all sorts of digital media. As a modern example, elementary school curricula stress plate tectonics and other basic geology, drilling it into students’ heads year after year. That may have been necessary 40 years ago, when the theory was young and a majority of people still distrusted it, but now it is commonly accepted fact and there is no reason to stress it.

Not only is early education slow to change with the times, but it actively discourages children, intentionally or not, from learning some necessary skills. For example, the vast majority of people I talk to, even students at TJHSST (one of the top high schools in the country) haven’t seriously read a book (and certainly not for enjoyment) since the 3rd grade. The early grades have given them such a bad experience with reading that they dismiss all books as boring. This, quite obviously, is distressing. Disillusioned and lazy teachers teach interesting subjects like history and math in ways that turn children off, perhaps for life.

But history is cool. Yes, it’s also boring. But so is math, science, programming, reading, writing, foreign language, and sports. My point is, every subject has areas that are uninteresting to the uninitiated, and EVERY subject can be taught in a manner that makes you want to eat your own skull rather than listen to another second of it. The key to teaching a subject is show the student that it is awesome, and then start teaching the basics. Most importantly, though, make sure the student realizes that the field extends far beyond what they are learning right now.

Here are some examples of sweet historical events/times/people:
-The transition from Roman republic to empire
-The Battle of Agincourt
-The Fall of Constantinople
-The Mongols beating the crap out of everyone and being awesome
Nikola Tesla
Charles Babbage (way cooler than Tesla)

But not only are there examples of people who were incredible badasses, but even periods of history like the colonization of North America and the Middle Ages are inspiring. I find that whenever I read a textbook, my mind drifts off as I build a science fiction or fantasy universe which mirrors the status quo of that period in history.


Come on guys (yes, you). Step it up.

I’ll end with a quote from Saul Perkins: “My thesis is that 21st century parents should teach their kids three languages: English, Mandarin and coding. Software is so much a part of our lives to today that this is just a fundamental skill that people need.”

Minecraft Server: RPCreate

A while back I wrote a post about Minecraft servers. Since then I’ve put more thought into it and I’m thinking about starting a new server. This will be a much more informed endeavor, and hopefully it will turn out for the best. Here are some highlights:

The main idea is that the server puts all the players on an even playing field by allowing all users to use creative mode and basic commands. This will eliminate hoarding and allow players to focus on interacting, not making money or getting resources. It also removes any worry about stealing. However, because players have the capability to get any resources they need, I am hoping they will be more willing to fill a so for economic role (farming, lumberjacking, mining, building, etc) and resort to using legit materials as much as possible.

You need to be able to write!
Number one requirement to join will be the ability to write. This indicates that you are at least somewhat intelligent and able to express your ideas. In addition, it means you can read what others write and grasp new concepts.

You need to relax!
With a guaranteed level of intelligence hopefully comes a certain ability to compromise and handle a situation gracefully if you don’t get what you want or disagree with someone. We also need people who can play fairly and understand the importance of keeping a balanced economy by not hoarding legitimate materials or abusing creative mode.

You need to play fairly, and build sensibly.
As stated before, each member should be responsible. It is their server, and thus they need to actively work to keep it fun. This is the main idea I want to permeate through the server community: the server is merely a utility through which the players, as a community, get to act out fantasies and epic stories. There are no “admins” lording over the players, telling them how to play; it is the players that get to enjoy the world they have made, and the players who have to maintain the server.

This is not to say that I won’t make suggestions about economy and distinguish between responsible building and overbuilding; I’ll be doing it as a concerned player, not moderator. I won’t have more powers than anyone else on the server, and I won’t get the final call on decisions.

One thing I won’t tolerate, however, is plugins and mods. Besides the basic Bukkit server framework, no mods or plugins will be installed, by request or otherwise, that change or enhance game mechanics. This means no currency, no WorldEdit, no seasons or races or NPCs, nothing.

The community will have a say in everything else, though. The players will make the stories, vote on policies, and build the world. The server will be quite open to change. If the players want to institute a new policy, they can. Since there are no admins or moderators, they will be the ones carrying it out. Since there is no higher authority to appeal to, players will be forced to talk out disagreements among themselves.

Obviously its impossible to completely eliminate a leader who “runs” the server. Someone needs to host it, and someone needs to maintain the bulletin boards and websites. I suppose I would do that, but nearly anything could be changed if it was popular opinion backed by a vote. What I want is a player-made server and community, not a pre-made admin’s framework which has been filled in by the players. That breeds a dependency that ultimately leads to arguments and unrest, and it gives the players something to blame for all the bad things: namely, the admin.

I mentioned in passing a website, which would actually be a key element of the server. In my opinion, a bulletin board isn’t enough to truly let a server grow into a community. It needs independent features for planning events, posting featured videos, screenshots, and stories, and a hub for bulletin board, wiki, and all the other possibly third-party utilities. A website lets the person hosting the server to post updates, which can be emailed to people in case they didn’t catch it on the bulletin board.

If I built my own bulletin board and wiki utilities (which I am interested in doing anyways), the website could have a single account for commenting on news, RSVPing to events, editing the wiki, and posting on the forum. I HAVE been wanting to get back into web programming… maybe I’ll start that this weekend.

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