almost 5 years ago - /u/ps_nicto - Direct link

In an effort to maintain of transparency with the community, I wanted to give an update on our next hotfix. We have been working all week to prep another hotfix for PlanetSide 2. We are processing the thousands of /bug reports as they come in on a daily basis and they have been incredibly helpful to track down new issues. We also are getting the message loud and clear on the well known issues that are causing the most pain.

Other than continued improvements to general stability and other graphics issues such as fullscreen modes and particle effects, our focus has been on fixing issues with our new spawn system, which includes beacons, malfunctioning priorities, and more. Unfortunately many of these fixes came in just a little too late this week for proper testing, and combined with other issues we are currently resolving with our build pipeline, it would be incredibly risky for us to put out this update to Live before the weekend.

We are incredibly excited to see so many players returning to the game and want to make the experience as positive as possible. To that end we are also starting to perform hardware upgrades to the PS2 servers that clearly need some more muscle. Our first round will be the Europe servers; Miller and Cobalt. Every day we see such amazing fights on both of those servers and we expect to see improved performance during high concurrency times with this new hardware. We are excited to put more resources to work on new player tutorials, fixing and updating the Outfit system, and returning to Oshur. But not until we have stabilized the game.

I apologize that we missed our window for deploying this latest hotfix to Live before the weekend. The patch we are hoping to deploy to Live on Monday morning is deployed to Test Server right now, so please see patch notes here if you want to get a preview of what is coming soon. And please put those fixes and changes to the test yourself. Thank you for your patience and continued support.     -Nick Silva, Producer, PlanetSide 2

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almost 5 years ago - /u/ps_nicto - Direct link

Originally posted by xPaffDaddyx

To that end we are also starting to perform hardware upgrades to the PS2 servers that clearly need some more muscle. Our first round will be the Europe servers; Miller and Cobalt.

WOW THAT ARE NEWS HYPE

That hardware is now provisioned but will not come online for Miller and Colbalt until our next downtime just in case anyone was expecteing to see the server latency drop over the weekend.

almost 5 years ago - /u/ps_nicto - Direct link

Originally posted by DumbTale

Ps4 players deserve a sorry more than others. We never got one even tho ps_nicto reads our reddit. Its time to say what awaits us

We have a fully upgraded PS4 version of PS2 running and the framerate boost is a bit better than we expected. Lots more work to be done to get it stable though. Please stay patient, we have not forgotten PS4.

almost 5 years ago - /u/ps_nicto - Direct link

Originally posted by nitramlondon

Why has the frame rate gone to shit again? Honestly, it feels worse now than it did pre DX 11. Still having to turn shadows off for it to be playable on a f**king vega 56. Won't be renewing sub, I'm done giving money to this game.

I'm sorry to hear you are not getting more frames from the DX11 update. Would you mind opening a ticket with Daybreak customer service and providing your hardware specs? https://help.daybreakgames.com

Once we are done fixing the obvious graphics bugs affecting everyone we are going to start processing the hardware specific issues.

almost 5 years ago - /u/ps_nicto - Direct link

Originally posted by dirtYbird-

After playing the latest PTS update is there any point in reporting bugs in the game if the current focus is continuing to stabilize the game?

There are so many outstanding in the system, and you are processing thousands of /bug reports, that the next month or so of stability testing and patching on live might see some of them already fixed internally and released slowly.

Is there a point where you will say to us that server stability testing is over and the focus is now on squashing the remaining bugs?

We will be keeping an eye on /bug reports on PTS this weekend just in case there are any last 2nd gotchas. We are also continuing to do our own release testing pass internally.

We have various engineer types that focus on graphics, gameplay, server performance, etc... Some engineers can shift roles depending on our needs, but its best to task things to the experts in those systems. There are many gameplay level bugs, those tends to get solved in groups, but progress on that front has been slow. We are hoping to pick up the pace in the coming weeks now that many of the critical issues are starting to get solved.

almost 5 years ago - /u/ps_nicto - Direct link

Originally posted by DumbTale

Thanks for quick reply.You should definitely post this info as a standalone post. Btw i do not know if you aware or if you care but if you are wondering why ps4 earns little to no money,this might be because the premium account keeps renewing for free after the paid period expires(this existed since launch) and if you relog while buying iso-4 resycler,you keep iso and whatever dropped

Sounds like a couple issues that should be solved in the big PS4 PS2.0 update. Thanks.

almost 5 years ago - /u/Wrel - Direct link

Originally posted by HotzenpIoz

Great news with the server update! I also appreciate you guys fokusing on the spawn system. But, does this:

Satellite spawn points inside BioLabs now act as spawn points, and not just teleporters, though you can still use the teleporters at satellite bases to reach the BioLab spawn rooms.

mean defenders can also spawn at the sidepawns in Biolabs? If so, does the destruction of the SCU eliminate the sidespawns as well? I fear neither is the case.

Thank you for the update and have a nice WE.

If you control the satellite outpost, you can spawn at these spawn points (includes if BioLab defenders own the surrounding outposts.) It's basically cutting out the middle man of having to use the teleporter at a satellite base to get to the BioLab.

If so, does the destruction of the SCU eliminate the sidespawns as well? I fear neither is the case.

No, SCU governs only the main spawn room.

almost 5 years ago - /u/ps_nicto - Direct link

Originally posted by mooglinux

What sort of hardware are you upgrading to? The new Azure H-series machines?

Its higher spec server blades. The existing hardware was running many services on the same hosts and now will have dedicated nodes running specific high CPU load services.

almost 5 years ago - /u/Wrel - Direct link

Originally posted by TobiCobalt

/u/Wrel can you clarify this:

>Now includes spawn beacons. Dev Note: This means players will be able to spawn onto any spawn beacon

Does this mean I can spawn on another squad's beacon? I can't imagine that, but the wording would suggest it.

Drew already answered this, nevermind.

Spawn Beacons can only be spawned on by squad members.

almost 5 years ago - /u/Wrel - Direct link

Originally posted by HotzenpIoz

Thanks for the response.

Are there any timers for the sidespawns? If not it might turn out to be impossible to get in the Lab from the pads without overwelming force and killing the SCU is basically worthless in any case. This changes will make Biolabs the hardest to capture bases ingame imho, tossing the likes of Indar ex. and Jaeger's from the winner's podest of that competition.

I don't think defenders need more options without penalties (I'm thinking of the likes of 10 sec here) in this case. It might turn out fine, because the attackers have little cooldown aswell, but I have doubts about it. I've been trapped into sidespawns to often.

We may end up making satellite capture point control (instead of base control) dictate whether or not the satellite and teleporter are accessible, so that it's easier to stymie the spawn points (similar to 3 point Amp Stations.) Additionally, we can always add more bypasses to BioLab outposts to encourage flow around them, as we have with Esamir. We'll see how much more defensible the bases become on Live, and tune accordingly.

almost 5 years ago - /u/Wrel - Direct link

Originally posted by HotzenpIoz

OK, sounds some what reasonable. But flipping points might turn out to be to harsh on attackers aswell:

The painfield (I guess you guys are working on those to get reintroduced) will cripple or kill many attackers if flipped.

With NPE in mind you probably don't want to do this because it's not as wide as AMPs and the spawns can easily be camped. Halve of Esmair fights take place in/around biolabs and I know for sure I won't go there if my faction only owns one spawn and the enemy has three (as an attacker), because owning the sidespawns also means you can suppress the attackers way better due to shorter distances to the spawns AND pads.

I'll stay at my proposed defenders penalty. Maybe even 20 sec, because:

If you manage to loose the SCU you should be at a severe disadvantage, but it could give an organized force enough time to team up and do some damage.

Timers depending on ownership of the base should be possible right?

Edit: Ok wait, can you clarify on that please:

whether or not the satellite and teleporter are accessible

If you mean you can't spawn directly into the sidespawn if you don't own both, the point and the satallite, this would be very good I think. My guess is this would require a new system/rule thou.

Thank you for your time in any case.

you can't spawn directly into the sidespawn if you don't own both, the point and the satallite

This is correct.






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