Planetside

Planetside Dev Tracker




07 Mar

Comment

Originally posted by IndiscriminateJust

This looks far more intricate and active than the current silo model. That thing is honestly rather plain as far as silos go, like it was meant to just house stuff forever and do nothing with it. But your work here, however, now this looks like a combination of storage and distribution, with all sorts of pipes and pumps to move cortium to where it needs to be. Far more like a working heart of an operation, which given the function of silos, is just how it should be. Very nice work, thanks for sharing!

Thanks! It’s a generator so I wanted to give it the quality that its pumping and processing.

Comment

Originally posted by HandsomeCharles

Ladders when?

We’re working our way up to it. I’ll see myself out. ……ᕕ( ᐛ )ᕗ

Comment

Originally posted by ZixfromthaStix

Ah yes, Cotrium, the OTHER ore Auraxis runs on

Please make my head explode, I can live without it: I don't aim anyways

Edit: is that a LADDER?!? How do we use THAT? E to climb lol

Ladder is just cosmetic due to OSHA compliance. Something about workplace accidents due to sniping while glued to a ladder. Please take it up with your local Nanite Systems Support Representative.

Comment

Originally posted by Hell_Diguner

I want to know who gets permission to dismantle structures placed at these bases, especially when they flip.

If everybody can, then we'll just have to teamkill all the griefers who will try to tear the base down to screw their faction over?

If nobody can, then now we have to friendly fire a wall that's in the way and get weapons lock?

And if the walls don't change faction, how do we know they won't disappear in a minute because the owner - on the enemy faction - placed a few new walls to despawn the old ones?

Great questions. I’m sure design will provide more information on the details of capture and ownership as we get closer to a PTS release.

Comment

Originally posted by Raapnaap

As someone who often gets sniped or attacked while browsing these types of terminals; Would it be possible to add a few cover walls adjacent to the terminal screen so you're less exposed? You're not able to reliably fight back while you're stuck inside a purchase menu.

A great point. I’ll pass it along to design to see what they say.

Post

Capture Point Silo WIP

Hey gang, it's been a spell so I thought I'd drop some more WIP work your way. As mentioned by Wrel in the dev notes; the capture points on each continent -- which were previously small capture terminals -- will now be replaced with a more unique looking Cotrium Capture Point Silo.

Just a reminder, this is a WIP and taken in blender as it's not complete in game yet. FX pass, sound and design are going to take a pass on it too. Once FX has a pass on it there will be plenty of visuals to communicate activity and ownership from afar. The silo itself is just large enough to be seen from a distance and support minor cover.

I'm actually already d...

Read more External link →

03 Mar

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by opshax

so would you say Oshur is underperforming your expectations

Absolutely. I agree with a lot of the problems others have already identified.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Larkin563

these changes to Oshur, are they just construction related or also general play space related

not asking for specifics as I know how sensitive giving those too early can be

General playspace adjustments. For example: Mirror Bay will receive some adjustments (or be removed outright.)

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Saitamaforehead

When can we expect a new patch ? Emerald still is suffering from some rough lag on Amerish

We're still working on the server performance issues. Found a few culprits this morning that seem pretty bad. Discussing with the team how to proceed.

Comment
    /u/Wrel on Reddit - Thread - Direct

Oshur is receiving some changes alongside the Construction update, which should time out around April with our current pace. You should all start seeing some playable Construction material later this month.


23 Feb

Comment

Originally posted by Nukhraya

Not sure if you can give us any information on this, but /u/alapidis, how far off do you think we can expect a PTS test on this? Considering the WIPs we have seen so far I believe we are still quite a bit off?

Sorry, I don't have any info on dates I can give out.

Comment

Originally posted by LorrMaster

Very nice. One thing that confuses me though are the gradual ramps. My designs usually go for fairly steep ramps in order to minimize the amount of room that they take up. Makes placement easier for both this and adjacent buildings.

Ramps need to be long enough to support the deep skirt of the structure (to allow for varying terrain heights on all sides). Stairs would have to lead out expanding the footprint but these ramps that run flush with the wall keep the footprint smaller but provide an access slope that works with a variety of elevations.

Comment

Originally posted by ALN-Isolator

Looking good! The only thing I would suggest would be editing the roof to have a one way shield so that air lock ons could be fired out (like the yellow roof shields on other types of spawn room)

The command center has that. This is a small pillbox for fast spawning but it design wants to add a roof shield I can easily. Let’s wait till we see all the new pieces together.

Comment

Originally posted by opshax

Any terminals included?

Not sure. That’s up to design. Still making all the new pieces for them to work with so we’ll see.

Comment

Originally posted by ThatChris9

Imagine a construction system where it’s almost like bits that snap together like that. Roads, paths, catwalks, buildings and so on

That’s harder for us to do given all the maps we’re made without construction in mind and have props scattered which impede placement. Those props are static in the map so we can’t remove them during runtime. Thus construct needs to be more Freeform to work in a greater variety of topography. But yeah a grid snapping system would be awesome. But also a heck of allot of work.

Comment

Originally posted by BOTBrad69

Looks good! My only concern is a visual clash with the command center - if possible, the command center's white exterior could get swapped for the darker set that all other construction assets seem to use?

I was given orders to make the command center look more modern and stand out while these were to look in line with the existing style of construction. But I did add more details cuz I can’t help myself.

Post

Construction Spawn Room Work In Progress

This is in Blender so the in-game will be lit differently. Any aspect is subject to change but feel free to send feedback if some part of the design concerns you. Toy sundy for scale.

External link →

17 Feb

Comment
    /u/Wrel on Reddit - Thread - Direct

We'll find the little feller.


15 Feb

Comment
    /u/Wrel on Reddit - Thread - Direct

It's sitting on the backburner while we explore other options. I know some folks were excited about the addition, but I have some reservations about what it would do to the health of the vehicle game.


12 Feb

Comment

Originally posted by Aikarion

That's amazing. How long did it take you to learn/master blender? Do you have any advice for others wanting to learn it?

There’s no magic shortcut to learning new software other than download it. Watch and follow tutorials and just keep using it till the features become 2nd nature so you can use them quickly without searching. Once you build muscle memory with anything is gets much faster but the ramp up is always painful. Just stick with it!