Planetside

Planetside Dev Tracker




17 Jan

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by Wobberjockey

I agree, but as I said. The game uses a few different definitions.

I want to be on the same page.

Flipped point is likely what we'll go with since that's (unfortunately) what registers a base as no longer secure, but timer ticking is the ideal.

Comment
    /u/Wrel on Reddit - Thread - Direct

Originally posted by HybridPS2

What was the goal you wanted to achieve by removing it? Is there something different that could be done instead?

Regarding the design goals: https://www.planetside2.com/news/planting-a-flag-this-anniversary

Unrelated to the priority system above, we've also disabled the remote-deployment of vehicles at the moment, with the goals of slowing down the pace of deployment around the map, bringing us back to earlier times where terminals had more value as sub-objectives, and vehicles could more easily find gunners willing to hop in. This change is non-destructive, however, and we can return it with relative ease if the design goals aren't being met.

After watching the spawn system play out for a bit, I think we're in a decent spot overall. Preventing quick p...

Read more
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...

Read more

12 Jan

Post
    Mithril on Forums - Thread - Direct
We are investigating reports from players who claim to not having received their Outfit Wars rewards last year. To help us look into this issue further, our CS team will be collecting the following details. Please reach out to our customer support team through the link below and provide us with the following information. Customer Support Link
  • Outfit Name
  • Username
  • Server
  • Date(s) when you played Outfit Wars with the outfit
Thank you!

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

Post
    RPG_Wrel on Forums - Thread - Direct
All PC servers will come down for the following update on Wednesday, January 11, at 6:00am PT (3:00pm CET). The downtime for this update is expected to last up to 2 hours. -- Mission System
  • As of this update, completed missions will automatically provide rewards when completed.
  • Fallback mission rewards have been added for players capped on the reward currency a mission would provide.
  • Removed the mission accepted messages from the Message Courier and Bounty Hunter missions.
  • Added an additional "soldiering" (infantry-focused) mission to the daily pool, increasing the total daily mission count to 7 for all players.
Upcoming Missions Changes
  • Starting in February, changes to the Overview screen will prevent stockpiled missions from being redeemable. Please claim any stockpiled missions you have before February to ensure you receive the rewards.
  • Additionally, a few of the Subterfuge Directive m...
Read more
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.


06 Jan