Planetside

Planetside Dev Tracker




08 May

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Originally posted by Roxxlyy

nyah ~

You know, like... "Nya~"

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Gonna miss you a lot Roxxy, but you're gonna do amazing wherever you go. Just remember to inject catgirl lore in your next job as well. <3

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    /u/Wrel on Reddit - Thread - Direct

This issue is resolved in the upcoming hotfix.


07 May

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by s3x2

Can you also fix Join Combat trying to send you to an entirely different continent when the one you're on has several perfectly good fights? It's particularly annoying when you had to go through a long queue to get in, since not paying attention can result in you leaving in the middle of an alert with no way of coming back quickly.

That's something we're currently investigating as well.

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    /u/Wrel on Reddit - Thread - Direct

Those changes have not yet gone Live, as noted in the patch notes. On another note, we're currently working on the bug where Join Combat will sometimes fail to send players to a combat area when the timer hits zero. That should be in the next update, alongside fixes to the spawn system, beacons, and not the Dalton.


06 May

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    /u/Wrel on Reddit - Thread - Direct

Yellowjacket should still be doing siege damage. We'll look into it, thanks for the report.

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    /u/Wrel on Reddit - Thread - Direct

Just fixed this internally, thanks for the report.

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    /u/Wrel on Reddit - Thread - Direct

Not supposed to have access to the ones outside your faction's colors, will put in a task to fix it.

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by WroughtenPS2

Ye olde crouch bug. Wrel can't replicate it though so it doesn't exist.

Not sure why you think that.


05 May

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by fuers

its a bug yeah

Correct, you should be able to spawn at all of those Sunderers.

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    /u/Wrel on Reddit - Thread - Direct

Thanks, that'll be taken care of next update.

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by UltimateMuffinMan

In a previous post he said that priority 2 would have to have “the correct conditions” to see the spawn.

I see nothing here detailing what those conditions are specifically and think it’s important to know what they are, rather than leaving it up to a community guessing game.

In this case, it's only the cooldown that matters. Spawn beacons will still functionally be the same, which is to say, they're valid spawn points at any time.

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by CaptainCoxPS2

What is the intended way for beacons to work?

Beacons are moving to the new system, and they'll have a standard cooldown like other spawns. We'll need to tune for the correct numbers, but prior to the "fix" last update, they were supposed to sit in the 15 second (priority 2) section.

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    /u/Wrel on Reddit - Thread - Direct

Originally posted by TobiCobalt

Beacons are broken after the hotfix though, right? Them resetting every time you die surely can't be intended.

Correct, this is a bug.


03 May

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Originally posted by xPaffDaddyx

/u/DBPaul I tag you because i don't know who else I'm sorry, just a little heads up that you guys are aware of it would be already enaugh <3

We are aware, but it is handled by a different, shared department that is very in demand

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Originally posted by Erilson

/u/DBPaul

This reminds me, a few months back, you mentioned porting interpolation technologies to reduce lag with hits on livestream. Is this happening with this next DX11 update?

Negative. We want to turn it on at some point, but we needed to fix DX11 patch issues before we address it and run some tests.

Basically player position/orientation updates are the packet we send the absolute most, so we want to make sure any changes to those don't explode the amount of data we send/receive.

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Whoops! Fix for this coming in the pipes. Warpgates should not be able to be overpopulated XD


30 Apr

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A couple crash fixes plus the deployed sunderer terminal being fixed. We are working on a much larger patch that will require downtime right now. Meanwhile the server crashes and unstable warpgate issues are now fixed. We are working as fast as we can.