Planetside

Planetside Dev Tracker




17 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by shozaku

At the risk of being "that guy", I do want to give my appreciation and thanks for communication. Any is better than none, even if its just to acknowledge that a problem exists.

I would love to know if the Devs know that the NSO Hummingbird is functionally unusable as it can't hit any targets whatsoever?

Just knowing the Devs are aware is big.

I can give hummingbird another look.

Post
    /u/Wrel on Reddit - Thread - Direct

As a quick note, we'll be bringing vehicle quick-pull back early this year, and will be taking a pass on the bugs associated with it before doing so. Some have suggested that the feature only appear at certain bases, and we'll give that feedback some consideration before re-releasing it back into the wild.

External link →

13 Jan

Comment

Originally posted by Wrel

Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.

For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...

As an impartial, totally not bias, member of the player base and not 3 devs stacked in a trench coat . I think you’re doing great. Now if you’d sign off on this promotion to grant me unlimited creative control of the game and it’s design that’d be greeeeeaaaaaaatttt…. Wrel’s face on everything! All outfit logos are now wrel! Nanites replaced with wrelites. Cortium is now precious chunks of wrel. I’ve got notepads full of ideas! Notepads wrel!

Comment
    /u/Wrel on Reddit - Thread - Direct

Hey there. I don't typically chime in on posts that target the developers, but I think some of those callouts are worth addressing. I've had a contentious relationship with some portions of the community over the years due in part to the reasons you mention, and I've actively been working to better myself in these areas year after year. I hope the effort is visible in some respect, despite the occasional slip-up from time to time.

For everything else: it would be challenging for any developer to address the needs of a such a broad community -- with drastically different perspectives on what the game means to them and how things should change -- and I've tried my best to balance the needs of the game, community, and organization, with whatever resources were available. It hasn't been an easy process, and I don't foresee it getting any easier. But we're in year 11 now, and the only path that there is or ever was, is forward. Hopefully we can course correct a bit in 2...

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11 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by IceMobster

You can't make it fun to fight. The goal for the defender is to make it hard to approach, weaken or destroy his base. If you make it easier for attacker to do any of that, then why would defender even bother to build the base in the first place?

Thinking back, it's hard to remember the times that I've had a fun fight at a base that was easy to steamroll -- designer-made or otherwise. Defensible bases tend to create a better back and forth and longer fights (Quartz Ridge and Indar Comm. Array are good examples,) if you can have spawns set up close enough to tension points.

To that end, construction in its current state uses a lot of "unfun" mechanics (like Pain Spire, Auto-Turrets, one-way shields,) to make them difficult to take, and the distinction is important. You can have fun at a challenging base if you have access to counterplay moment to moment. It's hard to say the same about a base where a fiery monolith is draining your health from the other side of a wall.


10 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by YetAnotherRCG

/u/lorrmaster made a series of posts on replacing modules with buildings as playspaces that you should check out if you didn't see them.

https://www.reddit.com/r/Planetside/comments/yd8suj/construction_fan_model_5_repair_module/

It might help.

I've seen these. They're all great ideas.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by TheRandomnatrix

The main goals will be to make Construction fun to fight at

Yes, thank you. This is the right mentality to have if construction is to see any actual progress.

Those autoturrets, skyshield(EMP/burning effect), one way shields, and pain spire need to go. Also please don't cave in like last time and roll it back just because a handful of people make a big stink about it.

Also please don't cave in like last time and roll it back just because a handful of people make a big stink about it.

There was actually a lot of value in that interaction. It helped solidify who the audience of people actually building was, and releasing the proposed odds and ends without a full battery of changes would have only caused more pain for the players who are actively engaged in building.

At the same time, I doubt the needle would have moved much on the players who actually choose to participate in fights around construction bases, as there are more problems there than a few unfun mechanics.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by McMasterJiraiya

Can we expect a roadmap for 2023 like we got for 2022? Really liked it.

Hard to say. I think players were generally excited for it, but honestly, I was pretty disappointed when we started losing steam mid year and couldn't follow through. We might end up making a compromise this year, to avoid additional pressure on the team, and disappointment from the community.

Comment
    /u/Wrel on Reddit - Thread - Direct

Indeed. The main goals will be to make Construction fun to fight at and reduce the barrier to entry, but we'll speak more about that later this month.

Comment
    /u/Wrel on Reddit - Thread - Direct

We'll do a pass to clean out those old missions. Won't land in this week's update, but likely next week.


04 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Ifluxedup

If you do nothing else you have to fix the hitboxes of the pillars in nexus secure substation on point, they are gamebreaking.

That one will definitely get fixed before the next season.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by krindusk

Fix the crippling lag effecting Emerald before you even consider running another round of Outfit Wars to distract the community, otherwise you might not have a community left to play Outfit Wars.

Scheduling wise, two Outfit Wars a year, spaced roughly 6-months apart, sounds reasonable. If you run the event too often you risk it losing its luster and less people will be interested in participating.

Fix the crippling lag effecting Emerald before you even consider running another round of Outfit Wars to distract the community, otherwise you might not have a community left to play Outfit Wars.

I feel this. We're still working on gathering information for the performance issues, as it doesn't (at the moment,) actually seem like the spawn system is the culprit. It's our highest priority at the moment, but some software licensing turmoil over the holiday is setting us back. That should get cleaned up in short order now that everyone is back in the office though.

Post
    /u/Wrel on Reddit - Thread - Direct

Hey all. We're in the planning stages for when Nexus, Season 02 should begin, and I was hoping to gather some thoughts on the event and gameplay. Even if you didn't get a chance to participate last year, feedback from the audience's perspective would be useful as well.

I'll say up front that we're not committing to major changes regarding Outfit Wars this year, but we should have a bit of time for refinement and cleanup, at the very least.

External link →

23 Nov

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by ALandWhale

Wrel, the NS-11A frontline does not have access to a normal 1x sight. The choices are either iron sights, HS-NV 1x, 2x, or 4x.

Are you able to add that? I assume that would be included in the hotfix you mentioned but wanted to make sure.

Thanks

Indeed, that will be fixed, and a 3.4x will be added as well.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by FlihpFlorp

Wait so how do we claim it, do we get a code and then redeem it at the depot or link our prime to steam/DB account

I’m just not at my laptop rn and don’t want to claim it and lose it

On the page linked above, you click the "Get In-Game Content" button, and it'll you to another page with a unique code.

  1. At that point, you log into any character.
  2. Go to the Depot tab.
  3. Click "Redeem Now" on the left side
  4. Enter the code.

The items are account-wide, and you can claim the offer any time before Dec. 21st.

Post
    /u/Wrel on Reddit - Thread - Direct

We cleared up some confusion with Amazon this morning, and the in-game link now works correctly. There are some polish issues with the weapon that will be cleaned up in a Hotfix next week.

Items included:

  • NS-11A Frontline (NS-11A variant that contributes to Exceptional VII)
  • Gladiator Helmet (Vanu Sovereignty)
  • Gladiator Helmet (New Conglomerate)
  • Gladiator Helmet (Terran Republic)
  • Gladiator Helmet (Nanite Systems Operatives)

Either of these links should work now:

Read more External link →

22 Nov

Comment
    /u/Wrel on Reddit - Thread - Direct

I'll point out that all it takes for defenders to undo all the progress is to drop the conduits (or sneak in) and revert them all. If that happens all attacker progress is lost.

This will be changing to a 30-second overload mechanic when the tech is complete. We're aiming for next week, but that will depend on how much progress is made between today and tomorrow.

Post
    /u/Wrel on Reddit - Thread - Direct

Hey there. As some of you have guessed, the reintroduction of the Spawn Priority System is likely the cause of the performance issues when populations are high. We're still investigating, however, and seeing where further performance improvements can be made. Much of the team will be spending this week with their family, as it's a Holiday here in America, so there won't be much progress made until everyone is back "in the office" next week.

This issue has been a little bit rock-and-hard-place over the years. Good spawn system = expensive, old spawn system = poor game flow (and let's be clear, every incarnation of the legacy spawns was bad.) The improvements to the system have lowered the server burden, but seemingly not enough to make the kind of impact we want.

For the time being, we're going to reduce the continent population caps to 250 per faction (it's currently at 300 per faction) so that we've got a playable game while work continues...

Read more External link →
Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by sbarbary

Slightly annoying because I had stopped doing this one for that reason. might give it a another go now. Thank you for the information.

Surveying the Land mission has been reworked, and now requires you to be near the objective area for a time, instead of interacting with an (often buggy) object.

https://forums.daybreakgames.com/ps2/index.php?threads/nov-17-2022-10-year-anniversary-pc-update.260084/#post-3587722

Under Misc. Changes, Fixes, and Additions, second from the top.


16 Nov

Comment
    /u/Wrel on Reddit - Thread - Direct

Directive is Live a bit earlier than intended. Most of it should be proper, but the weapon won't be able to hit anything until it gets the latest data. Patch notes for the update land later today, and the update will hit tomorrow morning.