Planetside

Planetside Dev Tracker




24 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by TheTrueAir

No, we were not using it.

Interesting. I'll take a look.

Comment
    /u/Wrel on Reddit - Thread - Direct

PROVIDES THE ENEMY INFILTRATOR WITH CLOAKING ENERGY.

Haven't followed up on this bug yet, but are you using the default equipment on an Infiltrator? Their default suit slot gives energy back when their shield breaks.

EDIT: As a follow-up. Tested this on Live, and it works fine. However, because we don't pause energy regeneration at all, and since the drain is fairly minimal, it can be easy to miss the effect. There are some improvements to Disruptor ammo we can make to give this more punch.

EDIT2: After further investigation, looks like there are some missing effects on the Tempest, Guardian, Shadow, and A-TROSS. So provided these were the weapons used for testing, it's definitely broken.

Comment
    /u/Wrel on Reddit - Thread - Direct

Looks like Lumen, one of our network providers, had an outage that impacted Emerald at around 9pm PT last night. Seemed to last for about two hours, by the reports I'm reading.


23 Jan


22 Jan


21 Jan


20 Jan


19 Jan


18 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by InterSlayer

Builder main here. Not to keen on the suggested changes, but will keep an open mind and hope Wrel does too.

Just jamming construction into the lattice or overall continent lock mechanics isn't fun, and hasn't done so well int he past (HIVEs etc).

My list of alternative suggestions:

Defensibility of Fledgling Bases

  • Pain Spire
    • Convert to some kind of resist/health/shield/regen buff.
  • Modules
    • Give modules similar resistances of the Spawn Tube.
    • Change the alert module to only fire if the actual player base and its parts are are under attack. Also add ability to detect and warn of Cortium bomb placement.
  • Turrets
    • Make AI turret module require activation, similar to the shield module overload with cooldown.
    • Add shielding to turrets, which is dropped when controlled by AI.
  • Terminals
    • Remove equipment terminal from Bunke...
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First off, I'm pretty apprehensive of constraining building to vehicle capture hexes.

Building isn't being constrained to vehicle capture hexes.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Teszro

So with piecing multiple structures to make one big structure. Would you still need individual modules to power everything? Or would it require less because you "made a new structure" ?

To be clear, you won't be piecing structures together. The system will work much like it does now, except that modules will be slotted directly into structures instead of scattered around a base, and each module will only benefit the structure it's slotted into. Let me know if there's a part in that article that might have caused the miscommunication, and I'll see if I can rephrase it.

Post
    RPG_Wrel on Forums - Thread - Direct
All PC servers will be offline for the following update on Wednesday, January 18, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 2 hours. -- Lunar New Year 2023 is the year of the Rabbit, and you'll find a new bundle alongside returning ones, available from Jan. 18 - Feb. 19! Lunar New Year 2023 - 1499 DBC
  • NS-61 "Jackrabbit" Emissary (Common Pool Sidearm)
  • Year of the Rabbit Banner
  • Year of the Rabbit Decal (Useable as Outfit Decal)
You could say that this new Emissary has a... hare trigger. But we won't. We won't say that. Capture the Conduit
  • Repository HUD indicators now blink when being overloaded.
  • Repository now has a visible timer associated with it on the map and HUD.
Misc. Changes, Fixes, and Additions
  • Fixed an reload animation issues on the ...
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Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by SomeRandomTrSoldier

It looks like this constructions update is veeeeery early in the development, are we going to get any updates before that?

While I'm describing a large, multi-month initiative above, you'll still see plenty of bug cleanup, quality of life improvements, balance iteration, as well as monthly Prime Gaming content and seasonal events in between major releases.

Comment
    /u/Wrel on Reddit - Thread - Direct

With the update, the intention would be to convert non-Skywall shields to two-way shields (and revamp which structures have access to them and how they use them,) remove the Pain Spire, remove (or revamp) Automated Turrets, remove the EMP effect from Skywalls, as well as increase the overall resilience of larger bases by increasing defensability when modules are placed within them.

?